### 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
if (p_time < first_key_time) {
						double c = Math::ease(p_time / first_key_time, transition);
						Variant first_value = a->track_get_key_value(i, first_key);
						first_value = post_process_key_value(a, i, first_value, nc->node);
						Variant interp_value = Animation::interpolate_variant(pa->capture, first_value, c);
						if (pa->accum_pass != accum_pass) {
							ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX);
							cache_update_prop[cache_update_prop_size++] = pa;
							pa->value_accum = interp_value;
							pa->accum_pass = accum_pass;
						} else {
							pa->value_accum = Animation::interpolate_variant(pa->value_accum, interp_value, p_interp);
						}
						continue; 
					}
				}
				if (update_mode == Animation::UPDATE_CONTINUOUS || update_mode == Animation::UPDATE_CAPTURE) {
					Variant value = a->value_track_interpolate(i, p_time);
					if (value == Variant()) {
						continue;
					}
					value = post_process_key_value(a, i, value, nc->node);
					if (pa->accum_pass != accum_pass) {
						ERR_CONTINUE(cache_update_prop_size >= NODE_CACHE_UPDATE_MAX);
						cache_update_prop[cache_update_prop_size++] = pa;
						pa->value_accum = value;
						pa->accum_pass = accum_pass;
					} else {
						pa->value_accum = Animation::interpolate_variant(pa->value_accum, value, p_interp);
					}