### 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
}
	}
	for (int i = 0; i < cache_update_prop_size; i++) {
		TrackNodeCache::PropertyAnim *pa = cache_update_prop[i];
		ERR_CONTINUE(pa->accum_pass != accum_pass);
		switch (pa->special) {
			case SP_NONE: {
				bool valid;
				pa->object->set_indexed(pa->subpath, pa->value_accum, &valid); 
#ifdef DEBUG_ENABLED
				if (!valid) {
					
					
					String key_debug;
					if (pa->subpath.size() > 0) {
						key_debug = pa->subpath[0];
						for (int subpath_index = 1; subpath_index < pa->subpath.size(); ++subpath_index) {
							key_debug += ".";
							key_debug += pa->subpath[subpath_index];
						}
					}
					ERR_PRINT("Failed setting key '" + key_debug +
							"' at time " + rtos(playback.current.pos) +
							" in Animation '" + get_current_animation() +
							"' at Node '" + get_path() +
							"', Track '" + String(pa->owner->path) +
							"'. Check if the property exists or the type of key is right for the property.");
				}
#endif
			} break;