### 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 (is_playing() ? playback.assigned : "");
}
void AnimationPlayer::set_assigned_animation(const String &p_animation) {
	if (is_playing()) {
		float speed = playback.current.speed_scale;
		play(p_animation, -1.0, speed, signbit(speed));
	} else {
		ERR_FAIL_COND_MSG(!animation_set.has(p_animation), vformat("Animation not found: %s.", p_animation));
		playback.current.pos = 0;
		playback.current.from = &animation_set[p_animation];
		playback.assigned = p_animation;
		emit_signal(SNAME("current_animation_changed"), playback.assigned);
	}
}
String AnimationPlayer::get_assigned_animation() const {
	return playback.assigned;
}
void AnimationPlayer::pause() {
	_stop_internal(false, false);
}
void AnimationPlayer::stop(bool p_keep_state) {
	_stop_internal(true, p_keep_state);
}
void AnimationPlayer::set_speed_scale(float p_speed) {
	speed_scale = p_speed;
}
float AnimationPlayer::get_speed_scale() const {