### 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)

Vector2 res = normal.octahedron_encode();
		uint32_t value = 0;
		value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
		value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
		v_normal = value;
	}
	uint32_t v_tangent;
	{
		Plane t = tangent;
		Vector2 res = t.normal.octahedron_tangent_encode(t.d);
		uint32_t value = 0;
		value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
		value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
		v_tangent = value;
	}
	uint8_t v_color[4] = {
		uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
		uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
		uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
		uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
	};
	for (int i = 0; i < 4; i++) {
		Vector3 vtx;
		vtx[x_axis] = vertices[i][0];
		vtx[y_axis] = vertices[i][1];
		if (i == 0) {
			aabb_new.position = vtx;
			aabb_new.size = Vector3();
		} else {
			aabb_new.expand_to(vtx);