### 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_BEZIER: {
				if (!nc->node) {
					continue;
				}
				HashMap<StringName, TrackNodeCache::BezierAnim>::Iterator E = nc->bezier_anim.find(a->track_get_path(i).get_concatenated_subnames());
				ERR_CONTINUE(!E); 
				TrackNodeCache::BezierAnim *ba = &E->value;
				real_t bezier = a->bezier_track_interpolate(i, p_time);
				bezier = post_process_key_value(a, i, bezier, nc->node);
				if (ba->accum_pass != accum_pass) {
					ERR_CONTINUE(cache_update_bezier_size >= NODE_CACHE_UPDATE_MAX);
					cache_update_bezier[cache_update_bezier_size++] = ba;
					ba->bezier_accum = bezier;
					ba->accum_pass = accum_pass;
				} else {
					ba->bezier_accum = Math::lerp(ba->bezier_accum, (float)bezier, p_interp);
				}
			} break;
			case Animation::TYPE_AUDIO: {
				if (!nc->node || is_stopping) {
					continue;
				}
#ifdef TOOLS_ENABLED
				if (p_seeked && !can_call) {
					continue; 
				}
#endif 
				HashMap<StringName, TrackNodeCache::AudioAnim>::Iterator E = nc->audio_anim.find(a->track_get_path(i).get_concatenated_names());