### 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
String name = p_name;
	if (name == "playback/play") { 
		r_ret = get_current_animation();
	} else if (name.begins_with("libraries")) {
		Dictionary d;
		for (const AnimationLibraryData &lib : animation_libraries) {
			d[lib.name] = lib.library;
		}
		r_ret = d;
	} else if (name.begins_with("next/")) {
		String which = name.get_slicec('/', 1);
		r_ret = animation_get_next(which);
	} else if (name == "blend_times") {
		Vector<BlendKey> keys;
		for (const KeyValue<BlendKey, double> &E : blend_times) {
			keys.ordered_insert(E.key);
		}
		Array array;
		for (int i = 0; i < keys.size(); i++) {
			array.push_back(keys[i].from);
			array.push_back(keys[i].to);
			array.push_back(blend_times.get(keys[i]));
		}
		r_ret = array;
	} else {
		return false;
	}
	return true;
}
void AnimationPlayer::_validate_property(PropertyInfo &p_property) const {