### 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)

delta = next_pos - cd.pos; 
		} break;
		case Animation::LOOP_LINEAR: {
			if (next_pos < 0 && cd.pos >= 0) {
				looped_flag = Animation::LOOPED_FLAG_START;
			}
			if (next_pos > len && cd.pos <= len) {
				looped_flag = Animation::LOOPED_FLAG_END;
			}
			next_pos = Math::fposmod(next_pos, (double)len);
		} break;
		case Animation::LOOP_PINGPONG: {
			if (next_pos < 0 && cd.pos >= 0) {
				cd.speed_scale *= -1.0;
				looped_flag = Animation::LOOPED_FLAG_START;
			}
			if (next_pos > len && cd.pos <= len) {
				cd.speed_scale *= -1.0;
				looped_flag = Animation::LOOPED_FLAG_END;
			}
			next_pos = Math::pingpong(next_pos, (double)len);
		} break;
		default:
			break;
	}
	double prev_pos = cd.pos; 
	cd.pos = next_pos;
	
	if (p_is_current) {
		if (cd.from->animation->get_loop_mode() == Animation::LOOP_NONE) {