### 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
cd.speed_scale *= -1.0;
				looped_flag = Animation::LOOPED_FLAG_END;
			}
			next_pos = Math::pingpong(next_pos, (double)len);
		} break;
		default:
			break;
	}
	double prev_pos = cd.pos; 
	cd.pos = next_pos;
	AnimationData *prev_from = cd.from;
	_animation_process_animation(cd.from, prev_pos, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started, looped_flag);
	
	if (cd.from->animation->get_loop_mode() == Animation::LOOP_NONE) {
		if (prev_from != playback.current.from) {
			return; 
		}
		if (!backwards && prev_pos <= len && next_pos == len) {
			
			end_reached = true;
			end_notify = prev_pos < len; 
		}
		if (backwards && prev_pos >= 0 && next_pos == 0) {
			
			end_reached = true;
			end_notify = prev_pos > 0; 
		}
	}
}
void AnimationPlayer::_animation_process2(double p_delta, bool p_started) {