### 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
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (process_callback == ANIMATION_PROCESS_IDLE) {
				break;
			}
			if (processing) {
				_animation_process(get_physics_process_delta_time());
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			clear_caches();
		} break;
	}
}
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_override) {
	
	if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) {
		return;
	}
	Node *parent = p_root_override ? p_root_override : get_node(root);
	ERR_FAIL_COND(!parent);
	Animation *a = p_anim->animation.operator->();
	p_anim->node_cache.resize(a->get_track_count());
	setup_pass++;
	for (int i = 0; i < a->get_track_count(); i++) {
		p_anim->node_cache.write[i] = nullptr;
		if (!a->track_is_enabled(i)) {
			continue;
		}
		Ref<Resource> resource;
		Vector<StringName> leftover_path;