### 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
to_play.push_back(first_key);
						}
					}
					a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play, p_looped_flag);
					if (to_play.size()) {
						idx = to_play.back()->get();
					}
				}
				if (idx < 0) {
					continue;
				}
				
				Ref<AudioStream> stream = a->audio_track_get_key_stream(i, idx);
				if (stream.is_valid()) {
					double start_ofs = a->audio_track_get_key_start_offset(i, idx);
					double end_ofs = a->audio_track_get_key_end_offset(i, idx);
					double len = stream->get_length();
					if (aa->object->call(SNAME("get_stream")) != aa->audio_stream) {
						aa->object->call(SNAME("set_stream"), aa->audio_stream);
						aa->audio_stream_playback.unref();
						if (!playing_audio_stream_players.has(asp)) {
							playing_audio_stream_players.push_back(asp);
						}
					}
					if (!aa->object->call(SNAME("is_playing"))) {
						aa->object->call(SNAME("play"));
					}
					if (!aa->object->call(SNAME("has_stream_playback"))) {
						aa->audio_stream_playback.unref();
						continue;