### 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
BlendKey bk;
	bk.from = p_animation1;
	bk.to = p_animation2;
	if (blend_times.has(bk)) {
		return blend_times[bk];
	} else {
		return 0;
	}
}
void AnimationPlayer::queue(const StringName &p_name) {
	if (!is_playing()) {
		play(p_name);
	} else {
		queued.push_back(p_name);
	}
}
Vector<String> AnimationPlayer::get_queue() {
	Vector<String> ret;
	for (const StringName &E : queued) {
		ret.push_back(E);
	}
	return ret;
}
void AnimationPlayer::clear_queue() {
	queued.clear();
}
void AnimationPlayer::play_backwards(const StringName &p_name, double p_custom_blend) {
	play(p_name, p_custom_blend, -1, true);
}
void AnimationPlayer::play(const StringName &p_name, double p_custom_blend, float p_custom_scale, bool p_from_end) {