### 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)
TrackNodeCacheKey key;
		key.id = id;
		key.bone_idx = bone_idx;
		key.blend_shape_idx = blend_shape_idx;
		if (!node_cache_map.has(key)) {
			node_cache_map[key] = TrackNodeCache();
		}
		TrackNodeCache *node_cache = &node_cache_map[key];
		p_anim->node_cache.write[i] = node_cache;
		node_cache->path = a->track_get_path(i);
		node_cache->node = child;
		node_cache->resource = resource;
		node_cache->node_2d = Object::cast_to<Node2D>(child);
#ifndef _3D_DISABLED
		if (a->track_get_type(i) == Animation::TYPE_POSITION_3D || a->track_get_type(i) == Animation::TYPE_ROTATION_3D || a->track_get_type(i) == Animation::TYPE_SCALE_3D) {
			
			if (node_cache->last_setup_pass != setup_pass) {
				node_cache->loc_used = false;
				node_cache->rot_used = false;
				node_cache->scale_used = false;
			}
			
			node_cache->node_3d = Object::cast_to<Node3D>(child);
			
			node_cache->skeleton = Object::cast_to<Skeleton3D>(child);
			if (node_cache->skeleton) {
				if (a->track_get_path(i).get_subname_count() == 1) {
					StringName bone_name = a->track_get_path(i).get_subname(0);
					node_cache->bone_idx = node_cache->skeleton->find_bone(bone_name);
					if (node_cache->bone_idx < 0) {