### 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
continue;
				}
				Vector3 loc;
				Error err = a->position_track_interpolate(i, p_time, &loc);
				
				if (err != OK) {
					continue;
				}
				loc = post_process_key_value(a, i, loc, nc->node_3d, nc->bone_idx);
				if (nc->accum_pass != accum_pass) {
					ERR_CONTINUE(cache_update_size >= NODE_CACHE_UPDATE_MAX);
					cache_update[cache_update_size++] = nc;
					nc->accum_pass = accum_pass;
					nc->loc_accum = loc;
					nc->rot_accum = nc->init_rot;
					nc->scale_accum = nc->init_scale;
				} else {
					nc->loc_accum = nc->loc_accum.lerp(loc, p_interp);
				}
#endif 
			} break;
			case Animation::TYPE_ROTATION_3D: {
#ifndef _3D_DISABLED
				if (!nc->node_3d) {
					continue;
				}
				Quaternion rot;
				Error err = a->rotation_track_interpolate(i, p_time, &rot);
				
				if (err != OK) {