### 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)

switch (p_what) {
		case NOTIFICATION_READY: {
			if (!Engine::get_singleton()->is_editor_hint() && animation_set.has(autoplay)) {
				set_active(true);
				play(autoplay);
				seek(0, true);
			}
		} break;
	}
}
void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started, bool p_is_current) {
	double speed = speed_scale * cd.speed_scale;
	bool backwards = signbit(speed); 
	double delta = p_started ? 0 : p_delta * speed;
	double next_pos = cd.pos + delta;
	real_t len = cd.from->animation->get_length();
	Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
	switch (cd.from->animation->get_loop_mode()) {
		case Animation::LOOP_NONE: {
			if (next_pos < 0) {
				next_pos = 0;
			} else if (next_pos > len) {
				next_pos = len;
			}