### Godot version

4.0.beta13

### System information

Windows 10

### Issue description

When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.

I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.

I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.

This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)

### Steps to reproduce

- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.

### Minimal reproduction project

[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)

} break;
			case Animation::TYPE_VALUE: {
				if (!nc->node) {
					continue;
				}
				
				HashMap<StringName, TrackNodeCache::PropertyAnim>::Iterator E = nc->property_anim.find(a->track_get_path(i).get_concatenated_subnames());
				ERR_CONTINUE(!E); 
				TrackNodeCache::PropertyAnim *pa = &E->value;
				Animation::UpdateMode update_mode = a->value_track_get_update_mode(i);
				if (update_mode == Animation::UPDATE_CAPTURE) {
					if (p_started || pa->capture == Variant()) {
						pa->capture = pa->object->get_indexed(pa->subpath);
					}
					int key_count = a->track_get_key_count(i);
					if (key_count == 0) {
						continue; 
					}
					double first_key_time = a->track_get_key_time(i, 0);
					double transition = 1.0;
					int first_key = 0;
					if (first_key_time == 0.0) {
						
						if (key_count == 1) {
							continue; 
						}
						transition = (double)a->track_get_key_transition(i, 0);
						first_key_time = a->track_get_key_time(i, 1);
						first_key = 1;
					}