### 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
ClassDB::bind_method(D_METHOD("restore"), &AnimatedValuesBackup::restore);
}
#endif
bool AnimationPlayer::_set(const StringName &p_name, const Variant &p_value) {
	String name = p_name;
	if (name.begins_with("playback/play")) { 
		set_current_animation(p_value);
	} else if (name.begins_with("anims/")) {
		
		String which = name.get_slicec('/', 1);
		Ref<Animation> anim = p_value;
		Ref<AnimationLibrary> al;
		if (!has_animation_library(StringName())) {
			al.instantiate();
			add_animation_library(StringName(), al);
		} else {
			al = get_animation_library(StringName());
		}
		al->add_animation(which, anim);
	} else if (name.begins_with("libraries")) {
		Dictionary d = p_value;