### 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)

ANIMATION_METHOD_CALL_DEFERRED,
		ANIMATION_METHOD_CALL_IMMEDIATE,
	};
private:
	enum {
		NODE_CACHE_UPDATE_MAX = 1024,
		BLEND_FROM_MAX = 3
	};
	enum SpecialProperty {
		SP_NONE,
		SP_NODE2D_POS,
		SP_NODE2D_ROT,
		SP_NODE2D_SCALE,
	};
	uint32_t setup_pass = 1;
	struct TrackNodeCache {
		NodePath path;
		uint32_t id = 0;
		Ref<Resource> resource;
		Node *node = nullptr;
		Node2D *node_2d = nullptr;
#ifndef _3D_DISABLED
		Node3D *node_3d = nullptr;
		Skeleton3D *skeleton = nullptr;
		MeshInstance3D *node_blend_shape = nullptr;
		int blend_shape_idx = -1;
#endif