### 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
new_bk.to = p_to_name;
			erase = true;
		}
		if (erase) {
			to_erase.push_back(bk);
			to_insert[new_bk] = E.value;
		}
	}
	while (to_erase.size()) {
		blend_times.erase(to_erase.front()->get());
		to_erase.pop_front();
	}
	while (to_insert.size()) {
		blend_times[to_insert.begin()->key] = to_insert.begin()->value;
		to_insert.remove(to_insert.begin());
	}
	if (autoplay == p_from_name) {
		autoplay = p_to_name;
	}
}
void AnimationPlayer::_animation_renamed(const StringName &p_name, const StringName &p_to_name, const StringName &p_library) {
	StringName from_name = p_library == StringName() ? p_name : StringName(String(p_library) + "/" + String(p_name));
	StringName to_name = p_library == StringName() ? p_to_name : StringName(String(p_library) + "/" + String(p_to_name));
	if (!animation_set.has(from_name)) {
		return; 
	}
	_animation_set_cache_update();
	_rename_animation(from_name, to_name);
}
Error AnimationPlayer::add_animation_library(const StringName &p_name, const Ref<AnimationLibrary> &p_animation_library) {