### 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
List<int> to_play;
					if (p_started) {
						int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
						if (first_key >= 0) {
							to_play.push_back(first_key);
						}
					}
					a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play, p_looped_flag);
					if (to_play.size()) {
						int idx = to_play.back()->get();
						StringName anim_name = a->animation_track_get_key_animation(i, idx);
						if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {
							if (playing_caches.has(nc)) {
								playing_caches.erase(nc);
								player->stop();
								nc->animation_playing = false;
							}
						} else {
							player->seek(0.0);
							player->play(anim_name);
							nc->animation_playing = true;
							playing_caches.insert(nc);
						}
					}
				}
			} break;
		}
	}
}
void AnimationPlayer::_animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started) {