### Godot version

v4.0.beta16.official.518b9e580

### System information

Vulkan API 1.2.231 - Apple M1 Max

### Issue description

AnimatedSprite2D `play` seems to not work anymore. Maybe it is related to https://github.com/godotengine/godot/pull/71907
I have two animations: `default` and `hurt`.
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 13" src="https://user-images.githubusercontent.com/3025661/215270842-998dc3e5-7695-4099-a9b3-8b52ef66d768.png">
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 19" src="https://user-images.githubusercontent.com/3025661/215270891-c4df02e2-444c-4477-b273-bb13d909ea84.png">


---

When I call `play("hurt")` nothing happens.
<img width="506" alt="Screen Shot 2023-01-28 at 11 07 41" src="https://user-images.githubusercontent.com/3025661/215270901-119c0801-d6cb-432b-b320-f7e2822a6511.png">


https://user-images.githubusercontent.com/3025661/215270941-d56753fb-8653-40e6-8094-98537fb88187.mov



### Steps to reproduce

Download the project, run the project and press space bar. The expected behavior is switch the green checkmark for a red X.

### Minimal reproduction project

[animated_sprite_2d.zip](https://github.com/godotengine/godot/files/10527438/animated_sprite_2d.zip)

indices.write[0] = 0;
	indices.write[1] = 1;
	indices.write[2] = 2;
	indices.write[3] = 0;
	indices.write[4] = 2;
	indices.write[5] = 3;
	Array mesh_array;
	mesh_array.resize(RS::ARRAY_MAX);
	mesh_array[RS::ARRAY_VERTEX] = mesh_vertices;
	mesh_array[RS::ARRAY_NORMAL] = mesh_normals;
	mesh_array[RS::ARRAY_TANGENT] = mesh_tangents;
	mesh_array[RS::ARRAY_COLOR] = mesh_colors;
	mesh_array[RS::ARRAY_TEX_UV] = mesh_uvs;
	mesh_array[RS::ARRAY_INDEX] = indices;
	RS::SurfaceData sd;
	RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, mesh_array);
	mesh_surface_format = sd.format;
	vertex_buffer = sd.vertex_data;
	attribute_buffer = sd.attribute_data;
	sd.material = material;
	RS::get_singleton()->mesh_surface_make_offsets_from_format(sd.format, sd.vertex_count, sd.index_count, mesh_surface_offsets, vertex_stride, attrib_stride, skin_stride);
	RS::get_singleton()->mesh_add_surface(mesh, sd);
	set_base(mesh);
}
SpriteBase3D::~SpriteBase3D() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RenderingServer::get_singleton()->free(mesh);
	RenderingServer::get_singleton()->free(material);
}
void Sprite3D::_draw() {