### 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
clear_cache_needed = true;
						ad.animation = K.value;
						ad.animation_library = lib.name;
					}
					ad.last_update = animation_set_update_pass;
				}
			}
		}
	}
	
	List<StringName> to_erase;
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		if (E.value.last_update != animation_set_update_pass) {
			
			to_erase.push_back(E.key);
			clear_cache_needed = true;
		}
	}
	while (to_erase.size()) {
		animation_set.erase(to_erase.front()->get());
		to_erase.pop_front();
	}
	if (clear_cache_needed) {
		
		clear_caches();
	}
	emit_signal(SNAME("animation_list_changed"));
}
void AnimationPlayer::_animation_added(const StringName &p_name, const StringName &p_library) {