### 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)

clear_caches(); 
}
void AnimationPlayer::clear_caches() {
	_clear_audio_streams();
	_stop_playing_caches(true);
	node_cache_map.clear();
	for (KeyValue<StringName, AnimationData> &E : animation_set) {
		E.value.node_cache.clear();
	}
	cache_update_size = 0;
	cache_update_prop_size = 0;
	cache_update_bezier_size = 0;
	cache_update_audio_size = 0;
	emit_signal(SNAME("caches_cleared"));
}
void AnimationPlayer::_clear_audio_streams() {
	for (int i = 0; i < playing_audio_stream_players.size(); i++) {
		playing_audio_stream_players[i]->call(SNAME("stop"));
		playing_audio_stream_players[i]->call(SNAME("set_stream"), Ref<AudioStream>());
	}
	playing_audio_stream_players.clear();
}
void AnimationPlayer::set_active(bool p_active) {
	if (active == p_active) {
		return;
	}
	active = p_active;
	_set_process(processing, true);
}
bool AnimationPlayer::is_active() const {