### 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)

GDCLASS(AnimationNode, Resource);
public:
	enum FilterAction {
		FILTER_IGNORE,
		FILTER_PASS,
		FILTER_STOP,
		FILTER_BLEND
	};
	struct Input {
		String name;
	};
	Vector<Input> inputs;
	friend class AnimationTree;
	struct AnimationState {
		Ref<Animation> animation;
		double time = 0.0;
		double delta = 0.0;
		const Vector<real_t> *track_blends = nullptr;
		real_t blend = 0.0;
		bool seeked = false;
		bool is_external_seeking = false;
		Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
	};
	struct State {
		int track_count = 0;
		HashMap<NodePath, int> track_map;
		List<AnimationState> animation_states;
		bool valid = false;
		AnimationPlayer *player = nullptr;
		AnimationTree *tree = nullptr;