### 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
Ref<AnimatedValuesBackup> backup;
	if (!playback.current.from) {
		return backup;
	}
	_ensure_node_caches(playback.current.from, p_root_override);
	backup.instantiate();
	for (int i = 0; i < playback.current.from->node_cache.size(); i++) {
		TrackNodeCache *nc = playback.current.from->node_cache[i];
		if (!nc) {
			continue;
		}
		if (nc->skeleton) {
			if (nc->bone_idx == -1) {
				continue;
			}
			AnimatedValuesBackup::Entry entry;
			entry.object = nc->skeleton;
			entry.bone_idx = nc->bone_idx;
			Array arr;
			arr.resize(3);
			arr[0] = nc->skeleton->get_bone_pose_position(nc->bone_idx);