### 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
} else {
					List<int> indices;
					if (p_seeked) {
						int found_key = a->track_find_key(i, p_time);
						if (found_key >= 0) {
							indices.push_back(found_key);
						}
					} else {
						if (p_started) {
							int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
							if (first_key >= 0) {
								indices.push_back(first_key);
							}
						}
						a->track_get_key_indices_in_range(i, p_time, p_delta, &indices, p_looped_flag);
					}
					for (int &F : indices) {
						Variant value = a->track_get_key_value(i, F);
						value = post_process_key_value(a, i, value, nc->node);
						switch (pa->special) {
							case SP_NONE: {
								bool valid;
								pa->object->set_indexed(pa->subpath, value, &valid); 
#ifdef DEBUG_ENABLED
								if (!valid) {
									ERR_PRINT("Failed setting track value '" + String(pa->owner->path) + "'. Check if the property exists or the type of key is valid. Animation '" + a->get_name() + "' at node '" + get_path() + "'.");
								}
#endif
							} break;
							case SP_NODE2D_POS: {