### 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
for (const AnimationLibraryData &lib : animation_libraries) {
		if (lib.name == p_name) {
			return lib.library;
		}
	}
	ERR_FAIL_V(Ref<AnimationLibrary>());
}
TypedArray<StringName> AnimationPlayer::_get_animation_library_list() const {
	TypedArray<StringName> ret;
	for (const AnimationLibraryData &lib : animation_libraries) {
		ret.push_back(lib.name);
	}
	return ret;
}
void AnimationPlayer::get_animation_library_list(List<StringName> *p_libraries) const {
	for (const AnimationLibraryData &lib : animation_libraries) {
		p_libraries->push_back(lib.name);
	}
}
bool AnimationPlayer::has_animation(const StringName &p_name) const {
	return animation_set.has(p_name);
}
Ref<Animation> AnimationPlayer::get_animation(const StringName &p_name) const {