### 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
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);