### 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)
Playback &c = playback;
	accum_pass++;
	bool seeked = c.seeked; 
	if (p_delta != 0) {
		c.seeked = false;
	}
	float blend = 1.0; 
	List<Blend>::Element *next = NULL;
	for (List<Blend>::Element *E = c.blend.front(); E; E = next) {
		Blend &b = E->get();
		
		
		_animation_process_data(b.data, p_delta, blend, false, false);
		blend = 1.0 - b.blend_left / b.blend_time; 
		b.blend_left -= Math::absf(speed_scale * p_delta);
		next = E->next();
		if (b.blend_left < 0) {
			
			List<Blend>::Element *prev;
			while (E) {
				prev = E->prev();
				c.blend.erase(E);
				E = prev;
			}
		}
	}
	_animation_process_data(c.current, p_delta, blend, seeked, p_started);
}
void AnimationPlayer::_animation_update_transforms() {