### 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
return active;
}
StringName AnimationPlayer::find_animation(const Ref<Animation> &p_animation) const {
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		if (E.value.animation == p_animation) {
			return E.key;
		}
	}
	return StringName();
}
StringName AnimationPlayer::find_animation_library(const Ref<Animation> &p_animation) const {
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		if (E.value.animation == p_animation) {
			return E.value.animation_library;
		}
	}
	return StringName();
}
void AnimationPlayer::set_autoplay(const String &p_name) {
	if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
		WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
	}
	autoplay = p_name;
}
String AnimationPlayer::get_autoplay() const {
	return autoplay;
}
void AnimationPlayer::set_reset_on_save_enabled(bool p_enabled) {