### 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)

set_process_internal(true);
}
void AnimatedSprite3D::play_backwards(const StringName &p_name) {
	play(p_name, -1, true);
}
void AnimatedSprite3D::_stop_internal(bool p_reset) {
	playing = false;
	if (p_reset) {
		custom_speed_scale = 1.0;
		set_frame_and_progress(0, 0.0);
	}
	notify_property_list_changed();
	set_process_internal(false);
}
void AnimatedSprite3D::pause() {
	_stop_internal(false);
}
void AnimatedSprite3D::stop() {
	_stop_internal(true);
}
double AnimatedSprite3D::_get_frame_duration() {
	if (frames.is_valid() && frames->has_animation(animation)) {
		return frames->get_frame_duration(animation, frame);
	}
	return 1.0;
}
void AnimatedSprite3D::_calc_frame_speed_scale() {
	frame_speed_scale = 1.0 / _get_frame_duration();
}
void AnimatedSprite3D::set_animation(const StringName &p_name) {