### 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
ERR_FAIL_COND(p_audio_max_polyphony < 0 || p_audio_max_polyphony > 128);
	audio_max_polyphony = p_audio_max_polyphony;
}
int AnimationPlayer::get_audio_max_polyphony() const {
	return audio_max_polyphony;
}
void AnimationPlayer::set_movie_quit_on_finish_enabled(bool p_enabled) {
	movie_quit_on_finish = p_enabled;
}
bool AnimationPlayer::is_movie_quit_on_finish_enabled() const {
	return movie_quit_on_finish;
}
void AnimationPlayer::_set_process(bool p_process, bool p_force) {
	if (processing == p_process && !p_force) {
		return;
	}
	switch (process_callback) {
		case ANIMATION_PROCESS_PHYSICS:
			set_physics_process_internal(p_process && active);
			break;
		case ANIMATION_PROCESS_IDLE:
			set_process_internal(p_process && active);
			break;
		case ANIMATION_PROCESS_MANUAL:
			break;
	}
	processing = p_process;
}
void AnimationPlayer::_stop_internal(bool p_reset, bool p_keep_state) {