### 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
Variant res;
	if (GDVIRTUAL_CALL(_post_process_key_value, p_anim, p_track, p_value, const_cast<Object *>(p_object), p_object_idx, res)) {
		return res;
	}
	return _post_process_key_value(p_anim, p_track, p_value, p_object, p_object_idx);
}
Variant AnimationPlayer::_post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx) {
	switch (p_anim->track_get_type(p_track)) {
#ifndef _3D_DISABLED
		case Animation::TYPE_POSITION_3D: {
			if (p_object_idx >= 0) {
				const Skeleton3D *skel = Object::cast_to<Skeleton3D>(p_object);
				return Vector3(p_value) * skel->get_motion_scale();
			}
			return p_value;
		} break;
#endif 
		default: {
		} break;
	}
	return p_value;
}
void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double p_prev_time, double p_time, double p_delta, float p_interp, bool p_is_current, bool p_seeked, bool p_started, Animation::LoopedFlag p_looped_flag) {