### 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
{
		Transform3D t;
		for (int i = 0; i < cache_update_size; i++) {
			TrackNodeCache *nc = cache_update[i];
			ERR_CONTINUE(nc->accum_pass != accum_pass);
#ifndef _3D_DISABLED
			if (nc->skeleton && nc->bone_idx >= 0) {
				if (nc->loc_used) {
					nc->skeleton->set_bone_pose_position(nc->bone_idx, nc->loc_accum);
				}
				if (nc->rot_used) {
					nc->skeleton->set_bone_pose_rotation(nc->bone_idx, nc->rot_accum);
				}
				if (nc->scale_used) {
					nc->skeleton->set_bone_pose_scale(nc->bone_idx, nc->scale_accum);
				}
			} else if (nc->node_blend_shape) {
				nc->node_blend_shape->set_blend_shape_value(nc->blend_shape_idx, nc->blend_shape_accum);
			} else if (nc->node_3d) {
				if (nc->loc_used) {
					nc->node_3d->set_position(nc->loc_accum);
				}
				if (nc->rot_used) {
					nc->node_3d->set_rotation(nc->rot_accum.get_euler());
				}
				if (nc->scale_used) {
					nc->node_3d->set_scale(nc->scale_accum);
				}
			}
#endif