### 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)

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) {