### 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
} break;
			case Animation::TYPE_VALUE: {
				if (!nc->node) {
					continue;
				}
				
				HashMap<StringName, TrackNodeCache::PropertyAnim>::Iterator E = nc->property_anim.find(a->track_get_path(i).get_concatenated_subnames());
				ERR_CONTINUE(!E); 
				TrackNodeCache::PropertyAnim *pa = &E->value;
				Animation::UpdateMode update_mode = a->value_track_get_update_mode(i);
				if (update_mode == Animation::UPDATE_CAPTURE) {
					if (p_started || pa->capture == Variant()) {
						pa->capture = pa->object->get_indexed(pa->subpath);
					}
					int key_count = a->track_get_key_count(i);
					if (key_count == 0) {
						continue; 
					}
					double first_key_time = a->track_get_key_time(i, 0);
					double transition = 1.0;
					int first_key = 0;
					if (first_key_time == 0.0) {
						
						if (key_count == 1) {
							continue; 
						}
						transition = (double)a->track_get_key_transition(i, 0);
						first_key_time = a->track_get_key_time(i, 1);
						first_key = 1;
					}