### 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)
StringName anim_name = a->animation_track_get_key_animation(i, idx);
					if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {
						continue;
					}
					Ref<Animation> anim = player->get_animation(anim_name);
					double at_anim_pos = 0.0;
					switch (anim->get_loop_mode()) {
						case Animation::LOOP_NONE: {
							at_anim_pos = MIN((double)anim->get_length(), p_time - pos); 
						} break;
						case Animation::LOOP_LINEAR: {
							at_anim_pos = Math::fposmod(p_time - pos, (double)anim->get_length()); 
						} break;
						case Animation::LOOP_PINGPONG: {
							at_anim_pos = Math::pingpong(p_time - pos, (double)anim->get_length());
						} break;
						default:
							break;
					}
					if (player->is_playing()) {
						player->seek(at_anim_pos);
						player->play(anim_name);
						nc->animation_playing = true;
						playing_caches.insert(nc);
					} else {
						player->set_assigned_animation(anim_name);
						player->seek(at_anim_pos, true);
					}
				} else {