### 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
ERR_FAIL_COND_V_MSG(!animation_set.has(p_name), Ref<Animation>(), vformat("Animation not found: \"%s\".", p_name));
	const AnimationData &anim_data = animation_set[p_name];
	return anim_data.animation;
}
void AnimationPlayer::get_animation_list(List<StringName> *p_animations) const {
	List<String> anims;
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		anims.push_back(E.key);
	}
	anims.sort();
	for (const String &E : anims) {
		p_animations->push_back(E);
	}
}
void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, double p_time) {
	ERR_FAIL_COND_MSG(!animation_set.has(p_animation1), vformat("Animation not found: %s.", p_animation1));
	ERR_FAIL_COND_MSG(!animation_set.has(p_animation2), vformat("Animation not found: %s.", p_animation2));
	ERR_FAIL_COND_MSG(p_time < 0, "Blend time cannot be smaller than 0.");
	BlendKey bk;
	bk.from = p_animation1;
	bk.to = p_animation2;
	if (p_time == 0) {
		blend_times.erase(bk);
	} else {
		blend_times[bk] = p_time;
	}
}
double AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const {