### 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
if (len > pasi.len) {
					stop = true;
				}
			}
			if (stop) {
				
				aa->audio_stream_playback->stop_stream(pasi.index);
				erase_list.push_back(K.key);
			}
		}
		for (uint32_t erase_idx = 0; erase_idx < erase_list.size(); erase_idx++) {
			aa->playing_streams.erase(erase_list[erase_idx]);
		}
	}
}
void AnimationPlayer::_animation_process(double p_delta) {
	if (playback.current.from) {
		end_reached = false;
		end_notify = false;
		bool started = playback.started; 
		if (playback.started) {
			playback.started = false;
		}
		cache_update_size = 0;
		cache_update_prop_size = 0;
		cache_update_bezier_size = 0;
		cache_update_audio_size = 0;
		AnimationData *prev_from = playback.current.from;
		_animation_process2(p_delta, started);
		if (prev_from != playback.current.from) {