### Godot version

4.0.beta13

### System information

Windows 10

### Issue description

When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.

I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.

I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.

This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)

### Steps to reproduce

- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.

### Minimal reproduction project

[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)

TrackNodeCacheKey key;
		key.id = id;
		key.bone_idx = bone_idx;
		key.blend_shape_idx = blend_shape_idx;
		if (!node_cache_map.has(key)) {
			node_cache_map[key] = TrackNodeCache();
		}
		TrackNodeCache *node_cache = &node_cache_map[key];
		p_anim->node_cache.write[i] = node_cache;
		node_cache->path = a->track_get_path(i);
		node_cache->node = child;
		node_cache->resource = resource;
		node_cache->node_2d = Object::cast_to<Node2D>(child);
#ifndef _3D_DISABLED
		if (a->track_get_type(i) == Animation::TYPE_POSITION_3D || a->track_get_type(i) == Animation::TYPE_ROTATION_3D || a->track_get_type(i) == Animation::TYPE_SCALE_3D) {
			
			if (node_cache->last_setup_pass != setup_pass) {
				node_cache->loc_used = false;
				node_cache->rot_used = false;
				node_cache->scale_used = false;
			}
			
			node_cache->node_3d = Object::cast_to<Node3D>(child);
			
			node_cache->skeleton = Object::cast_to<Skeleton3D>(child);
			if (node_cache->skeleton) {
				if (a->track_get_path(i).get_subname_count() == 1) {
					StringName bone_name = a->track_get_path(i).get_subname(0);
					node_cache->bone_idx = node_cache->skeleton->find_bone(bone_name);
					if (node_cache->bone_idx < 0) {