### 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
Node *child = parent->get_node_and_resource(a->track_get_path(i), resource, leftover_path);
		ERR_CONTINUE_MSG(!child, "On Animation: '" + p_anim->name + "', couldn't resolve track:  '" + String(a->track_get_path(i)) + "'."); 
		ObjectID id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id();
		int bone_idx = -1;
		int blend_shape_idx = -1;
#ifndef _3D_DISABLED
		if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton3D>(child)) {
			Skeleton3D *sk = Object::cast_to<Skeleton3D>(child);
			bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
			if (bone_idx == -1) {
				continue;
			}
		}
		if (a->track_get_type(i) == Animation::TYPE_BLEND_SHAPE) {
			MeshInstance3D *mi_3d = Object::cast_to<MeshInstance3D>(child);
			if (!mi_3d) {
				continue;
			}
			if (a->track_get_path(i).get_subname_count() != 1) {
				continue;
			}
			blend_shape_idx = mi_3d->find_blend_shape_by_name(a->track_get_path(i).get_subname(0));
			if (blend_shape_idx == -1) {
				continue;
			}
		}
#endif 
		if (!child->is_connected("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed))) {
			child->connect("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed).bind(child), CONNECT_ONE_SHOT);
		}