### 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)

ERR_FAIL_COND_MSG(!animation_set.has(p_animation), vformat("Animation not found: %s.", p_animation));
	animation_next_set[p_animation] = p_next;
}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
	if (!animation_next_set.has(p_animation)) {
		return StringName();
	}
	return animation_next_set[p_animation];
}
void AnimationPlayer::set_default_blend_time(double p_default) {
	default_blend_time = p_default;
}
double AnimationPlayer::get_default_blend_time() const {
	return default_blend_time;
}
void AnimationPlayer::set_blend_time(const StringName &p_animation1, const StringName &p_animation2, double p_time) {
	ERR_FAIL_COND_MSG(!animation_set.has(p_animation1), vformat("Animation not found: %s.", p_animation1));
	ERR_FAIL_COND_MSG(!animation_set.has(p_animation2), vformat("Animation not found: %s.", p_animation2));
	ERR_FAIL_COND_MSG(p_time < 0, "Blend time cannot be smaller than 0.");
	BlendKey bk;
	bk.from = p_animation1;
	bk.to = p_animation2;
	if (p_time == 0) {
		blend_times.erase(bk);
	} else {
		blend_times[bk] = p_time;
	}
}
double AnimationPlayer::get_blend_time(const StringName &p_animation1, const StringName &p_animation2) const {