### Godot version

4.2 1ba920f

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

```GDScript
func _ready() -> void:
	$AnimationPlayer.play("new_animation")
	$AnimationPlayer.advance(0)
```
The animation has a single track with Update Mode set to discrete. It does not play, no matter the argument used.
Removing `advance()` will make it play.

Works correctly in rc1.

### Steps to reproduce

1. Run MRP on master
2. Run MRP in 4.2 rc1

### Minimal reproduction project

[brokedvance.zip](https://github.com/godotengine/godot/files/13460977/brokedvance.zip)

b.blend_left = CMP_EPSILON; 
		}
		
		
		_process_playback_data(b.data, p_delta, b.blend_left, false, false);
	}
	for (List<Blend>::Element *&E : to_erase) {
		c.blend.erase(E);
	}
}
bool AnimationPlayer::_blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map) {
	if (!playback.current.from) {
		_set_process(false);
		return false;
	}
	tmp_from = playback.current.from->animation->get_instance_id();
	end_reached = false;
	end_notify = false;
	bool started = playback.started; 
	if (playback.started) {
		playback.started = false;
	}
	AnimationData *prev_from = playback.current.from;
	_blend_playback_data(p_delta, started);
	if (prev_from != playback.current.from) {
		return false; 
	}
	return true;
}
void AnimationPlayer::_blend_post_process() {