### 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)

}
	if (c.assigned != name) { 
		c.current.pos = p_from_end ? c.current.from->animation->get_length() : 0;
		c.assigned = name;
		emit_signal(SNAME("current_animation_changed"), c.assigned);
	} else {
		if (p_from_end && c.current.pos == 0) {
			
			c.current.pos = c.current.from->animation->get_length();
		} else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) {
			
			c.current.pos = 0;
		} else if (playing) {
			return;
		}
	}
	c.seeked = false;
	c.started = true;
	_set_process(true); 
	playing = true;
	emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
	if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
		return; 
	}
	StringName next = animation_get_next(p_name);
	if (next != StringName() && animation_set.has(next)) {
		queue(next);
	}
}
bool AnimationPlayer::is_playing() const {