### Godot version

4.0.beta13

### System information

Windows 10

### Issue description

When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.

I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.

I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.

This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)

### Steps to reproduce

- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.

### Minimal reproduction project

[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)

}
			} break;
			case Animation::TYPE_BEZIER: {
				if (!nc->node) {
					continue;
				}
				HashMap<StringName, TrackNodeCache::BezierAnim>::Iterator E = nc->bezier_anim.find(a->track_get_path(i).get_concatenated_subnames());
				ERR_CONTINUE(!E); 
				TrackNodeCache::BezierAnim *ba = &E->value;
				real_t bezier = a->bezier_track_interpolate(i, p_time);
				bezier = post_process_key_value(a, i, bezier, nc->node);
				if (ba->accum_pass != accum_pass) {
					ERR_CONTINUE(cache_update_bezier_size >= NODE_CACHE_UPDATE_MAX);
					cache_update_bezier[cache_update_bezier_size++] = ba;
					ba->bezier_accum = bezier;
					ba->accum_pass = accum_pass;
				} else {
					ba->bezier_accum = Math::lerp(ba->bezier_accum, (float)bezier, p_interp);
				}
			} break;
			case Animation::TYPE_AUDIO: {
				if (!nc->node || is_stopping) {
					continue;
				}
#ifdef TOOLS_ENABLED
				if (p_seeked && !can_call) {
					continue; 
				}
#endif 
				HashMap<StringName, TrackNodeCache::AudioAnim>::Iterator E = nc->audio_anim.find(a->track_get_path(i).get_concatenated_names());