### 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
Playback &c = playback;
	accum_pass++;
	bool seeked = c.seeked; 
	if (p_delta != 0) {
		c.seeked = false;
	}
	float blend = 1.0; 
	List<Blend>::Element *next = NULL;
	for (List<Blend>::Element *E = c.blend.front(); E; E = next) {
		Blend &b = E->get();
		
		
		_animation_process_data(b.data, p_delta, blend, false, false);
		blend = 1.0 - b.blend_left / b.blend_time; 
		b.blend_left -= Math::absf(speed_scale * p_delta);
		next = E->next();
		if (b.blend_left < 0) {
			
			List<Blend>::Element *prev;
			while (E) {
				prev = E->prev();
				c.blend.erase(E);
				E = prev;
			}
		}
	}
	_animation_process_data(c.current, p_delta, blend, seeked, p_started);
}
void AnimationPlayer::_animation_update_transforms() {