### Godot version

v4.0.beta16.official.518b9e580

### System information

Vulkan API 1.2.231 - Apple M1 Max

### Issue description

AnimatedSprite2D `play` seems to not work anymore. Maybe it is related to https://github.com/godotengine/godot/pull/71907
I have two animations: `default` and `hurt`.
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 13" src="https://user-images.githubusercontent.com/3025661/215270842-998dc3e5-7695-4099-a9b3-8b52ef66d768.png">
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 19" src="https://user-images.githubusercontent.com/3025661/215270891-c4df02e2-444c-4477-b273-bb13d909ea84.png">


---

When I call `play("hurt")` nothing happens.
<img width="506" alt="Screen Shot 2023-01-28 at 11 07 41" src="https://user-images.githubusercontent.com/3025661/215270901-119c0801-d6cb-432b-b320-f7e2822a6511.png">


https://user-images.githubusercontent.com/3025661/215270941-d56753fb-8653-40e6-8094-98537fb88187.mov



### Steps to reproduce

Download the project, run the project and press space bar. The expected behavior is switch the green checkmark for a red X.

### Minimal reproduction project

[animated_sprite_2d.zip](https://github.com/godotengine/godot/files/10527438/animated_sprite_2d.zip)

bool end_notify = false;
	String autoplay;
	bool reset_on_save = true;
	AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE;
	AnimationMethodCallMode method_call_mode = ANIMATION_METHOD_CALL_DEFERRED;
	int audio_max_polyphony = 32;
	bool movie_quit_on_finish = false;
	bool processing = false;
	bool active = true;
	NodePath root;
	void _animation_process_animation(AnimationData *p_anim, double p_prev_time, double p_time, double p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false, Animation::LoopedFlag p_looped_flag = Animation::LOOPED_FLAG_NONE);
	void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = nullptr);
	void _animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started);
	void _animation_process2(double p_delta, bool p_started);
	void _animation_update_transforms();
	void _animation_process(double p_delta);
	void _node_removed(Node *p_node);
	void _clear_audio_streams();
	void _stop_playing_caches(bool p_reset);
	
	Vector<String> _get_animation_list() const {
		List<StringName> animations;
		get_animation_list(&animations);
		Vector<String> ret;
		while (animations.size()) {
			ret.push_back(animations.front()->get());
			animations.pop_front();
		}
		return ret;
	}