### 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
reset_on_save = p_enabled;
}
bool AnimationPlayer::is_reset_on_save_enabled() const {
	return reset_on_save;
}
void AnimationPlayer::set_process_callback(AnimationProcessCallback p_mode) {
	if (process_callback == p_mode) {
		return;
	}
	bool pr = processing;
	if (pr) {
		_set_process(false);
	}
	process_callback = p_mode;
	if (pr) {
		_set_process(true);
	}
}
AnimationPlayer::AnimationProcessCallback AnimationPlayer::get_process_callback() const {
	return process_callback;
}
void AnimationPlayer::set_method_call_mode(AnimationMethodCallMode p_mode) {
	method_call_mode = p_mode;
}
AnimationPlayer::AnimationMethodCallMode AnimationPlayer::get_method_call_mode() const {
	return method_call_mode;
}
void AnimationPlayer::set_audio_max_polyphony(int p_audio_max_polyphony) {