### 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(!can_apply_reset(), Ref<AnimatedValuesBackup>());
	Ref<Animation> reset_anim = animation_set[SceneStringNames::get_singleton()->RESET].animation;
	ERR_FAIL_COND_V(reset_anim.is_null(), Ref<AnimatedValuesBackup>());
	Node *root_node = get_node_or_null(root);
	ERR_FAIL_COND_V(!root_node, Ref<AnimatedValuesBackup>());
	AnimationPlayer *aux_player = memnew(AnimationPlayer);
	EditorNode::get_singleton()->add_child(aux_player);
	Ref<AnimationLibrary> al;
	al.instantiate();
	al->add_animation(SceneStringNames::get_singleton()->RESET, reset_anim);
	aux_player->add_animation_library("", al);
	aux_player->set_assigned_animation(SceneStringNames::get_singleton()->RESET);
	
	Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values(get_node(get_root()));
	aux_player->seek(0.0f, true);
	aux_player->queue_free();
	if (p_user_initiated) {
		Ref<AnimatedValuesBackup> new_values = aux_player->backup_animated_values();
		old_values->restore();
		EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
		ur->create_action(TTR("Animation Apply Reset"));
		ur->add_do_method(new_values.ptr(), "restore");
		ur->add_undo_method(old_values.ptr(), "restore");
		ur->commit_action();
	}
	return old_values;
}
bool AnimationPlayer::can_apply_reset() const {