### 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
TrackNodeCacheKey key;
		key.id = id;
		key.bone_idx = bone_idx;
		key.blend_shape_idx = blend_shape_idx;
		if (!node_cache_map.has(key)) {
			node_cache_map[key] = TrackNodeCache();
		}
		TrackNodeCache *node_cache = &node_cache_map[key];
		p_anim->node_cache.write[i] = node_cache;
		node_cache->path = a->track_get_path(i);
		node_cache->node = child;
		node_cache->resource = resource;
		node_cache->node_2d = Object::cast_to<Node2D>(child);
#ifndef _3D_DISABLED
		if (a->track_get_type(i) == Animation::TYPE_POSITION_3D || a->track_get_type(i) == Animation::TYPE_ROTATION_3D || a->track_get_type(i) == Animation::TYPE_SCALE_3D) {
			
			if (node_cache->last_setup_pass != setup_pass) {
				node_cache->loc_used = false;
				node_cache->rot_used = false;
				node_cache->scale_used = false;
			}
			
			node_cache->node_3d = Object::cast_to<Node3D>(child);
			
			node_cache->skeleton = Object::cast_to<Skeleton3D>(child);
			if (node_cache->skeleton) {
				if (a->track_get_path(i).get_subname_count() == 1) {
					StringName bone_name = a->track_get_path(i).get_subname(0);
					node_cache->bone_idx = node_cache->skeleton->find_bone(bone_name);
					if (node_cache->bone_idx < 0) {