### 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)

String name = p_name;
	if (name == "playback/play") { 
		r_ret = get_current_animation();
	} else if (name.begins_with("next/")) {
		String which = name.get_slicec('/', 1);
		r_ret = animation_get_next(which);
	} else if (name == "blend_times") {
		Vector<BlendKey> keys;
		for (const KeyValue<BlendKey, double> &E : blend_times) {
			keys.ordered_insert(E.key);
		}
		Array array;
		for (int i = 0; i < keys.size(); i++) {
			array.push_back(keys[i].from);
			array.push_back(keys[i].to);
			array.push_back(blend_times.get(keys[i]));
		}
		r_ret = array;
#ifndef DISABLE_DEPRECATED
	} else if (name == "method_call_mode") {