### 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)

return autoplay;
}
void AnimationPlayer::set_movie_quit_on_finish_enabled(bool p_enabled) {
	movie_quit_on_finish = p_enabled;
}
bool AnimationPlayer::is_movie_quit_on_finish_enabled() const {
	return movie_quit_on_finish;
}
void AnimationPlayer::_stop_internal(bool p_reset, bool p_keep_state) {
	_clear_caches();
	Playback &c = playback;
	
	if (p_reset) {
		c.blend.clear();
		if (p_keep_state) {
			c.current.pos = 0;
		} else {
			is_stopping = true;
			seek(0, true, true);
			is_stopping = false;
		}
		c.current.from = nullptr;
		c.current.speed_scale = 1;
		emit_signal(SNAME("current_animation_changed"), "");
	}
	_set_process(false);
	playback_queue.clear();
	playing = false;
}
void AnimationPlayer::animation_set_next(const StringName &p_animation, const StringName &p_next) {