### 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
for (int i = 0; i < entries.size(); i++) {
		if (entries[i].bone_idx != -1) {
			
			Object::cast_to<Skeleton3D>(entries[i].object)->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
		} else {
			Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
			if (bone && bone->skeleton) {
				
				bone->skeleton->_update_transform();
			}
		}
	}
}
void AnimatedValuesBackup::restore() const {
	for (int i = 0; i < entries.size(); i++) {
		const AnimatedValuesBackup::Entry *entry = &entries[i];
		if (entry->bone_idx == -1) {
			entry->object->set_indexed(entry->subpath, entry->value);
		} else {
			Array arr = entry->value;
			if (arr.size() == 3) {
				Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_position(entry->bone_idx, arr[0]);
				Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_rotation(entry->bone_idx, arr[1]);
				Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_scale(entry->bone_idx, arr[2]);
			}
		}
	}
}
void AnimatedValuesBackup::_bind_methods() {