### 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
StringName anim_name = a->animation_track_get_key_animation(i, idx);
					if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {
						continue;
					}
					Ref<Animation> anim = player->get_animation(anim_name);
					double at_anim_pos = 0.0;
					switch (anim->get_loop_mode()) {
						case Animation::LOOP_NONE: {
							at_anim_pos = MIN((double)anim->get_length(), p_time - pos); 
						} break;
						case Animation::LOOP_LINEAR: {
							at_anim_pos = Math::fposmod(p_time - pos, (double)anim->get_length()); 
						} break;
						case Animation::LOOP_PINGPONG: {
							at_anim_pos = Math::pingpong(p_time - pos, (double)anim->get_length());
						} break;
						default:
							break;
					}
					if (player->is_playing()) {
						player->seek(at_anim_pos);
						player->play(anim_name);
						nc->animation_playing = true;
						playing_caches.insert(nc);
					} else {
						player->set_assigned_animation(anim_name);
						player->seek(at_anim_pos, true);
					}
				} else {