### 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)

int fc = frames->get_frame_count(animation);
				int last_frame = fc - 1;
				if (!signbit(speed)) {
					
					if (frame_progress >= 1.0) {
						if (frame >= last_frame) {
							if (frames->get_animation_loop(animation)) {
								frame = 0;
								emit_signal("animation_looped");
							} else {
								frame = last_frame;
								pause();
								emit_signal(SceneStringNames::get_singleton()->animation_finished);
								return;
							}
						} else {
							frame++;
						}
						_calc_frame_speed_scale();
						frame_progress = 0.0;
						_queue_redraw();
						emit_signal(SceneStringNames::get_singleton()->frame_changed);
					}
					double to_process = MIN((1.0 - frame_progress) / abs_speed, remaining);
					frame_progress += to_process * abs_speed;
					remaining -= to_process;
				} else {
					
					if (frame_progress <= 0) {
						if (frame <= 0) {