### 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)

if (frames == p_frames) {
		return;
	}
	if (frames.is_valid()) {
		frames->disconnect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed));
	}
	stop();
	frames = p_frames;
	if (frames.is_valid()) {
		frames->connect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed));
		List<StringName> al;
		frames->get_animation_list(&al);
		if (al.size() == 0) {
			set_animation(StringName());
			set_autoplay(String());
		} else {
			if (!frames->has_animation(animation)) {
				set_animation(al[0]);
			}
			if (!frames->has_animation(autoplay)) {
				set_autoplay(String());
			}
		}
	}
	notify_property_list_changed();
	_queue_redraw();
	update_configuration_warnings();
	emit_signal("sprite_frames_changed");
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {