### Godot version

4.0.beta13

### System information

Windows 10

### Issue description

When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.

I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.

I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.

This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)

### Steps to reproduce

- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.

### Minimal reproduction project

[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)

animation_set_update_pass++;
	bool clear_cache_needed = false;
	
	for (const AnimationLibraryData &lib : animation_libraries) {
		for (const KeyValue<StringName, Ref<Animation>> &K : lib.library->animations) {
			StringName key = lib.name == StringName() ? K.key : StringName(String(lib.name) + "/" + String(K.key));
			if (!animation_set.has(key)) {
				AnimationData ad;
				ad.animation = K.value;
				ad.animation_library = lib.name;
				ad.name = key;
				ad.last_update = animation_set_update_pass;
				animation_set.insert(ad.name, ad);
			} else {
				AnimationData &ad = animation_set[key];
				if (ad.last_update != animation_set_update_pass) {
					
					if (ad.animation != K.value || ad.animation_library != lib.name) {