### 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
while (animation_libraries.size()) {
			remove_animation_library(animation_libraries[0].name);
		}
		List<Variant> keys;
		d.get_key_list(&keys);
		for (const Variant &K : keys) {
			StringName lib_name = K;
			Ref<AnimationLibrary> lib = d[lib_name];
			add_animation_library(lib_name, lib);
		}
		emit_signal("animation_libraries_updated");
	} else if (name.begins_with("next/")) {
		String which = name.get_slicec('/', 1);
		animation_set_next(which, p_value);
	} else if (p_name == SceneStringNames::get_singleton()->blend_times) {
		Array array = p_value;
		int len = array.size();
		ERR_FAIL_COND_V(len % 3, false);
		for (int i = 0; i < len / 3; i++) {
			StringName from = array[i * 3 + 0];
			StringName to = array[i * 3 + 1];
			float time = array[i * 3 + 2];
			set_blend_time(from, to, time);
		}
	} else {
		return false;
	}
	return true;
}
bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const {