### 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)

ANIMATION_METHOD_CALL_DEFERRED,
		ANIMATION_METHOD_CALL_IMMEDIATE,
	};
#endif 
private:
	HashMap<StringName, StringName> animation_next_set; 
	float speed_scale = 1.0;
	double default_blend_time = 0.0;
	bool is_stopping = false;
	struct PlaybackData {
		AnimationData *from = nullptr;
		double pos = 0.0;
		float speed_scale = 1.0;
	};
	struct Blend {
		PlaybackData data;
		double blend_time = 0.0;
		double blend_left = 0.0;
	};
	struct Playback {
		PlaybackData current;
		StringName assigned;
		bool seeked = false;
		bool started = false;
		List<Blend> blend;
	} playback;
	struct BlendKey {
		StringName from;
		StringName to;
		static uint32_t hash(const BlendKey &p_key) {