### 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
animation_set_update_pass++;
	bool clear_cache_needed = false;
	
	for (const AnimationLibraryData &lib : animation_libraries) {
		for (const KeyValue<StringName, Ref<Animation>> &K : lib.library->animations) {
			StringName key = lib.name == StringName() ? K.key : StringName(String(lib.name) + "/" + String(K.key));
			if (!animation_set.has(key)) {
				AnimationData ad;
				ad.animation = K.value;
				ad.animation_library = lib.name;
				ad.name = key;
				ad.last_update = animation_set_update_pass;
				animation_set.insert(ad.name, ad);
			} else {
				AnimationData &ad = animation_set[key];
				if (ad.last_update != animation_set_update_pass) {
					
					if (ad.animation != K.value || ad.animation_library != lib.name) {