### Godot version

4.2.rc1

### System information

win11

### Issue description
If you call animation.advance() after play() within a single process frame, the animation will not work properly.
The advance function does not work.
![image](https://github.com/godotengine/godot/assets/91177204/0edd6d63-9bfb-4860-8e14-1f0767bc4346)
The advance function does not work either.
![image](https://github.com/godotengine/godot/assets/91177204/fa5397d4-4615-44c9-aa7e-c2eae0e59a5f)
The advance function works, but 2 frames have already shown
![image](https://github.com/godotengine/godot/assets/91177204/c2df992a-ab64-43af-b9c7-89abb005b1c2)

This bug is not present in 4.1.3.stable.



### Steps to reproduce

create a scene with animation and run code like below.
```
func _ready():
	animation_player.play("new_animation")   
	animation_player.advance(5.0)
```
the advance function did nothing.

### Minimal reproduction project

[animation_play_advence.zip](https://github.com/godotengine/godot/files/13400233/animation_play_advence.zip)

bool _get(const StringName &p_name, Variant &r_ret) const;
	virtual void _validate_property(PropertyInfo &p_property) const override;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	void _notification(int p_what);
	static void _bind_methods();
	
	virtual bool _blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map) override;
	virtual void _blend_post_process() override;
	virtual void _animation_removed(const StringName &p_name, const StringName &p_library) override;
	virtual void _rename_animation(const StringName &p_from_name, const StringName &p_to_name) override;
#ifndef DISABLE_DEPRECATED
	void _set_process_callback_bind_compat_80813(AnimationProcessCallback p_mode);
	AnimationProcessCallback _get_process_callback_bind_compat_80813() const;
	void _set_method_call_mode_bind_compat_80813(AnimationMethodCallMode p_mode);
	AnimationMethodCallMode _get_method_call_mode_bind_compat_80813() const;
	void _set_root_bind_compat_80813(const NodePath &p_root);
	NodePath _get_root_bind_compat_80813() const;
	void _seek_bind_compat_80813(double p_time, bool p_update = false);
	static void _bind_compatibility_methods();
#endif 
public:
	void animation_set_next(const StringName &p_animation, const StringName &p_next);
	StringName animation_get_next(const StringName &p_animation) const;
	void set_blend_time(const StringName &p_animation1, const StringName &p_animation2, double p_time);
	double get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const;
	void set_default_blend_time(double p_default);
	double get_default_blend_time() const;
	void play(const StringName &p_name = StringName(), double p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
	void play_backwards(const StringName &p_name = StringName(), double p_custom_blend = -1);
	void queue(const StringName &p_name);