### Godot version

4.0.beta16

### System information

windows 10

### Issue description

whenever an animation starts playing and there is an animation track in it with at least one key, the seemingly innocuous error message gets printed:
```
ERROR: Condition "!playback.current.from" is true.
   at: seek (scene/animation/animation_player.cpp:1784)
```
It apparently doesn't cause any kind of erroneous behavior, and the other animation player seems to play the animation as expected.

### Steps to reproduce

see attached video:

https://user-images.githubusercontent.com/5783414/215481088-a0da14c0-fa1a-4921-b351-66257adb9a3a.mp4


### Minimal reproduction project

[PlayingAnimationTracksPrintsAnError.zip](https://github.com/godotengine/godot/files/10535868/PlayingAnimationTracksPrintsAnError.zip)

### Work Around

Instead of using animation playback tracks, the user can use method call tracks and call the play method in the desired animation player
_ensure_node_caches(p_anim);
	ERR_FAIL_COND(p_anim->node_cache.size() != p_anim->animation->get_track_count());
	Animation *a = p_anim->animation.operator->();
#ifdef TOOLS_ENABLED
	bool can_call = is_inside_tree() && !Engine::get_singleton()->is_editor_hint();
#endif 
	bool backward = signbit(p_delta);
	for (int i = 0; i < a->get_track_count(); i++) {
		
		
		if (p_anim->node_cache.size() != a->get_track_count()) {
			_ensure_node_caches(p_anim);
		}
		TrackNodeCache *nc = p_anim->node_cache[i];
		if (!nc) {
			continue; 
		}
		if (!a->track_is_enabled(i)) {
			continue; 
		}
		if (a->track_get_key_count(i) == 0) {
			continue; 
		}
		switch (a->track_get_type(i)) {
			case Animation::TYPE_POSITION_3D: {
#ifndef _3D_DISABLED
				if (!nc->node_3d) {