### 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
_clear_audio_streams();
	_stop_playing_caches(p_reset);
	Playback &c = playback;
	c.blend.clear();
	if (p_reset) {
		if (p_keep_state) {
			c.current.pos = 0;
		} else {
			is_stopping = true;
			seek(0, true);
			is_stopping = false;
		}
		c.current.from = nullptr;
		c.current.speed_scale = 1;
	}
	_set_process(false);
	queued.clear();
	playing = false;
}
void AnimationPlayer::animation_set_next(const StringName &p_animation, const StringName &p_next) {
	ERR_FAIL_COND_MSG(!animation_set.has(p_animation), vformat("Animation not found: %s.", p_animation));
	animation_set[p_animation].next = p_next;
}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
	if (!animation_set.has(p_animation)) {
		return StringName();
	}
	return animation_set[p_animation].next;
}
void AnimationPlayer::set_default_blend_time(double p_default) {