### 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)

RS::get_singleton()->material_set_param(material, "roughness", 1.0);
	RS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0));
	RS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
	RS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
	RS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));
	RS::get_singleton()->material_set_param(material, "alpha_scissor_threshold", 0.5);
	mesh = RenderingServer::get_singleton()->mesh_create();
	PackedVector3Array mesh_vertices;
	PackedVector3Array mesh_normals;
	PackedFloat32Array mesh_tangents;
	PackedColorArray mesh_colors;
	PackedVector2Array mesh_uvs;
	PackedInt32Array indices;
	mesh_vertices.resize(4);
	mesh_normals.resize(4);
	mesh_tangents.resize(16);
	mesh_colors.resize(4);
	mesh_uvs.resize(4);
	
	for (int i = 0; i < 4; i++) {
		mesh_normals.write[i] = Vector3(0.0, 0.0, 0.0);
		mesh_tangents.write[i * 4 + 0] = 0.0;
		mesh_tangents.write[i * 4 + 1] = 0.0;
		mesh_tangents.write[i * 4 + 2] = 0.0;
		mesh_tangents.write[i * 4 + 3] = 0.0;
		mesh_colors.write[i] = Color(1.0, 1.0, 1.0, 1.0);
		mesh_uvs.write[i] = Vector2(0.0, 0.0);
		mesh_vertices.write[i] = Vector3(0.0, 0.0, 0.0);
	}
	indices.resize(6);