### 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_process(p_time);
}
void AnimationPlayer::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			if (!processing) {
				
				
				set_physics_process_internal(false);
				set_process_internal(false);
			}
			clear_caches();
		} break;
		case NOTIFICATION_READY: {
			if (!Engine::get_singleton()->is_editor_hint() && animation_set.has(autoplay)) {
				play(autoplay);
				_animation_process(0);
			}
		} break;
		case NOTIFICATION_INTERNAL_PROCESS: {
			if (process_callback == ANIMATION_PROCESS_PHYSICS) {
				break;
			}
			if (processing) {
				_animation_process(get_process_delta_time());
			}
		} break;