### Godot version

4.0.beta13

### System information

Windows 10

### Issue description

When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.

I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.

I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.

This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)

### Steps to reproduce

- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.

### Minimal reproduction project

[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)

continue;
				}
#endif 
				if (!p_is_current || !nc->node || is_stopping) {
					continue;
				}
				List<int> indices;
				if (p_seeked) {
					int found_key = a->track_find_key(i, p_time);
					if (found_key >= 0) {
						indices.push_back(found_key);
					}
				} else {
					if (p_started) {
						int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
						if (first_key >= 0) {
							indices.push_back(first_key);
						}
					}
					a->track_get_key_indices_in_range(i, p_time, p_delta, &indices, p_looped_flag);
				}
				for (int &E : indices) {
					StringName method = a->method_track_get_name(i, E);
					Vector<Variant> params = a->method_track_get_params(i, E);
#ifdef DEBUG_ENABLED
					if (!nc->node->has_method(method)) {
						ERR_PRINT("Invalid method call '" + method + "'. '" + a->get_name() + "' at node '" + get_path() + "'.");
					}
#endif
					_call_object(nc->node, method, params, method_call_mode == ANIMATION_METHOD_CALL_DEFERRED);