### Godot version

4.0.beta13

### System information

Windows 10

### Issue description

When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.

I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.

I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.

This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)

### Steps to reproduce

- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.

### Minimal reproduction project

[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)

return active;
}
StringName AnimationPlayer::find_animation(const Ref<Animation> &p_animation) const {
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		if (E.value.animation == p_animation) {
			return E.key;
		}
	}
	return StringName();
}
StringName AnimationPlayer::find_animation_library(const Ref<Animation> &p_animation) const {
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		if (E.value.animation == p_animation) {
			return E.value.animation_library;
		}
	}
	return StringName();
}
void AnimationPlayer::set_autoplay(const String &p_name) {
	if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
		WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
	}
	autoplay = p_name;
}
String AnimationPlayer::get_autoplay() const {
	return autoplay;
}
void AnimationPlayer::set_reset_on_save_enabled(bool p_enabled) {