### 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
ERR_CONTINUE(!E); 
				TrackNodeCache::AudioAnim *aa = &E->value;
				Node *asp = Object::cast_to<Node>(aa->object);
				if (!asp) {
					continue;
				}
				aa->length = a->get_length();
				aa->time = p_time;
				aa->loop = a->get_loop_mode() != Animation::LOOP_NONE;
				aa->backward = backward;
				if (aa->accum_pass != accum_pass) {
					ERR_CONTINUE(cache_update_audio_size >= NODE_CACHE_UPDATE_MAX);
					cache_update_audio[cache_update_audio_size++] = aa;
					aa->accum_pass = accum_pass;
				}
				HashMap<int, TrackNodeCache::PlayingAudioStreamInfo> &map = aa->playing_streams;
				
				int idx = -1;
				if (p_seeked) {
					idx = a->track_find_key(i, p_time);
					
					if (map.has(idx)) {
						aa->audio_stream_playback->stop_stream(map[idx].index);
						map.erase(idx);
					}
				} else {
					List<int> to_play;
					if (p_started) {
						int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
						if (first_key >= 0) {