### 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
}
	for (int i = 0; i < cache_update_audio_size; i++) {
		TrackNodeCache::AudioAnim *aa = cache_update_audio[i];
		ERR_CONTINUE(aa->accum_pass != accum_pass);
		
		LocalVector<int> erase_list;
		for (const KeyValue<int, TrackNodeCache::PlayingAudioStreamInfo> &K : aa->playing_streams) {
			TrackNodeCache::PlayingAudioStreamInfo pasi = K.value;
			bool stop = false;
			if (!aa->audio_stream_playback->is_stream_playing(pasi.index)) {
				stop = true;
			}
			if (!aa->loop) {
				if (!aa->backward) {
					if (aa->time < pasi.start) {
						stop = true;
					}
				} else if (aa->backward) {
					if (aa->time > pasi.start) {
						stop = true;
					}
				}
			}
			if (pasi.len > 0) {
				double len = 0.0;
				if (!aa->backward) {
					len = pasi.start > aa->time ? (aa->length - pasi.start) + aa->time : aa->time - pasi.start;
				} else {
					len = pasi.start < aa->time ? (aa->length - aa->time) + pasi.start : pasi.start - aa->time;
				}