### 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
if (!end_reached) {
		queued.clear();
	}
	_set_process(true); 
	playing = true;
	emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
	if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
		return; 
	}
	StringName next = animation_get_next(p_name);
	if (next != StringName() && animation_set.has(next)) {
		queue(next);
	}
}
bool AnimationPlayer::is_playing() const {
	return playing;
}
void AnimationPlayer::set_current_animation(const String &p_anim) {
	if (p_anim == "[stop]" || p_anim.is_empty()) {
		stop();
	} else if (!is_playing()) {
		play(p_anim);
	} else if (playback.assigned != p_anim) {
		float speed = get_playing_speed();
		play(p_anim, -1.0, speed, signbit(speed));
	} else {
		
	}
}
String AnimationPlayer::get_current_animation() const {