### Godot version

4.1.1 stable 4.2. dev3

### System information

Win 10

### Issue description

[seek()](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html?rtd_search=add_color_override#class-animationplayer-method-seek) is supposed to skip the keys inbetween current Timestamp and it's argument value Timestamp.

When playing an Animation in the AnimationPlayer which has a Call Method track key somewhere in the middle section for example, and then the user tries to "skip" that middle section using `seek()`, the Call Method track keys in the middle section are still handled, even though animation has skipped the middle section and the `update` argument is `false`.

So it basically behaves like [advance()](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html?rtd_search=add_color_override#class-animationplayer-method-advance) should behave.
However, advance also does not behave as it should, since it advances further than it should and when setting Update in the seek() method to `true`, the Call Method track key is actually called twice!

### Steps to reproduce

Create an AnimationPlayer Animation of 5 seconds,
Add a script with two functions: One to seek(4.0) and another one to print("hi")
Add a Call Method Track and at Timestamp second 1.0 add a key to the seek() method and on Timestamp 2.5 add a key to print().
Play the scene and observe "hi" being printed
![image](https://github.com/godotengine/godot/assets/47016402/41f6dab0-9af6-46cd-95f1-e680a398e6af)

Set seek(4.0, true) to enable Update (like in advance method), and observe "hi" being printed twice!
Maybe related: https://github.com/godotengine/godot/issues/76773

### Minimal reproduction project

4.2. dev3 (issue is the same in 4.1.1 stable)
[animation_seek_bug.zip](https://github.com/godotengine/godot/files/12340066/animation_seek_bug.zip)
clear_cache_needed = true;
						ad.animation = K.value;
						ad.animation_library = lib.name;
					}
					ad.last_update = animation_set_update_pass;
				}
			}
		}
	}
	
	List<StringName> to_erase;
	for (const KeyValue<StringName, AnimationData> &E : animation_set) {
		if (E.value.last_update != animation_set_update_pass) {
			
			to_erase.push_back(E.key);
			clear_cache_needed = true;
		}
	}
	while (to_erase.size()) {
		animation_set.erase(to_erase.front()->get());
		to_erase.pop_front();
	}
	if (clear_cache_needed) {
		
		clear_caches();
	}
	emit_signal(SNAME("animation_list_changed"));
}
void AnimationPlayer::_animation_added(const StringName &p_name, const StringName &p_library) {