### 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)

playback_queue.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) {
	StringName name = p_name;
	if (String(name) == "") {
		name = playback.assigned;
	}
	ERR_FAIL_COND_MSG(!animation_set.has(name), vformat("Animation not found: %s.", name));
	Playback &c = playback;
	if (c.current.from) {
		double blend_time = 0.0;
		
		BlendKey bk;
		bk.from = c.current.from->name;
		bk.to = name;
		if (p_custom_blend >= 0) {
			blend_time = p_custom_blend;
		} else if (blend_times.has(bk)) {
			blend_time = blend_times[bk];
		} else {
			bk.from = "*";