### 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
arr[1] = nc->skeleton->get_bone_pose_rotation(nc->bone_idx);
			arr[2] = nc->skeleton->get_bone_pose_scale(nc->bone_idx);
			entry.value = nc;
			backup->entries.push_back(entry);
		} else {
			if (nc->node_3d) {
				AnimatedValuesBackup::Entry entry;
				entry.object = nc->node_3d;
				entry.subpath.push_back("transform");
				entry.value = nc->node_3d->get_transform();
				entry.bone_idx = -1;
				backup->entries.push_back(entry);
			} else {
				for (const KeyValue<StringName, TrackNodeCache::PropertyAnim> &E : nc->property_anim) {
					AnimatedValuesBackup::Entry entry;
					entry.object = E.value.object;
					entry.subpath = E.value.subpath;
					bool valid;
					entry.value = E.value.object->get_indexed(E.value.subpath, &valid);
					entry.bone_idx = -1;
					if (valid) {
						backup->entries.push_back(entry);
					}
				}
			}
		}
	}
	return backup;
}
Ref<AnimatedValuesBackup> AnimationPlayer::apply_reset(bool p_user_initiated) {