### 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_caches(); 
}
void AnimationPlayer::clear_caches() {
	_clear_audio_streams();
	_stop_playing_caches(true);
	node_cache_map.clear();
	for (KeyValue<StringName, AnimationData> &E : animation_set) {
		E.value.node_cache.clear();
	}
	cache_update_size = 0;
	cache_update_prop_size = 0;
	cache_update_bezier_size = 0;
	cache_update_audio_size = 0;
	emit_signal(SNAME("caches_cleared"));
}
void AnimationPlayer::_clear_audio_streams() {
	for (int i = 0; i < playing_audio_stream_players.size(); i++) {
		playing_audio_stream_players[i]->call(SNAME("stop"));
		playing_audio_stream_players[i]->call(SNAME("set_stream"), Ref<AudioStream>());
	}
	playing_audio_stream_players.clear();
}
void AnimationPlayer::set_active(bool p_active) {
	if (active == p_active) {
		return;
	}
	active = p_active;
	_set_process(processing, true);
}
bool AnimationPlayer::is_active() const {