### 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)
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;
	AnimationData *prev_from = cd.from;
	_animation_process_animation(cd.from, prev_pos, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started, looped_flag);
	
	if (cd.from->animation->get_loop_mode() == Animation::LOOP_NONE) {
		if (prev_from != playback.current.from) {
			return; 
		}
		if (!backwards && prev_pos <= len && next_pos == len) {
			
			end_reached = true;
			end_notify = prev_pos < len; 
		}
		if (backwards && prev_pos >= 0 && next_pos == 0) {
			
			end_reached = true;
			end_notify = prev_pos > 0; 
		}
	}
}
void AnimationPlayer::_animation_process2(double p_delta, bool p_started) {