### Godot version

v4.0.beta16.official.518b9e580

### System information

Vulkan API 1.2.231 - Apple M1 Max

### Issue description

AnimatedSprite2D `play` seems to not work anymore. Maybe it is related to https://github.com/godotengine/godot/pull/71907
I have two animations: `default` and `hurt`.
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 13" src="https://user-images.githubusercontent.com/3025661/215270842-998dc3e5-7695-4099-a9b3-8b52ef66d768.png">
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 19" src="https://user-images.githubusercontent.com/3025661/215270891-c4df02e2-444c-4477-b273-bb13d909ea84.png">


---

When I call `play("hurt")` nothing happens.
<img width="506" alt="Screen Shot 2023-01-28 at 11 07 41" src="https://user-images.githubusercontent.com/3025661/215270901-119c0801-d6cb-432b-b320-f7e2822a6511.png">


https://user-images.githubusercontent.com/3025661/215270941-d56753fb-8653-40e6-8094-98537fb88187.mov



### Steps to reproduce

Download the project, run the project and press space bar. The expected behavior is switch the green checkmark for a red X.

### Minimal reproduction project

[animated_sprite_2d.zip](https://github.com/godotengine/godot/files/10527438/animated_sprite_2d.zip)

return region_rect;
}
void Sprite3D::set_frame(int p_frame) {
	ERR_FAIL_INDEX(p_frame, int64_t(vframes) * hframes);
	frame = p_frame;
	_queue_redraw();
	emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int Sprite3D::get_frame() const {
	return frame;
}
void Sprite3D::set_frame_coords(const Vector2i &p_coord) {
	ERR_FAIL_INDEX(p_coord.x, hframes);
	ERR_FAIL_INDEX(p_coord.y, vframes);
	set_frame(p_coord.y * hframes + p_coord.x);
}
Vector2i Sprite3D::get_frame_coords() const {
	return Vector2i(frame % hframes, frame / hframes);
}
void Sprite3D::set_vframes(int p_amount) {
	ERR_FAIL_COND(p_amount < 1);
	vframes = p_amount;
	_queue_redraw();
	notify_property_list_changed();
}
int Sprite3D::get_vframes() const {
	return vframes;
}
void Sprite3D::set_hframes(int p_amount) {