### Godot version

4.0.beta10

### System information

Nobara Linux

### Issue description

after updating my project [Advanced-Movement-System-Godot](https://github.com/ywmaa/Advanced-Movement-System-Godot) to Godot 4 beta 10 state machines are broken ( I usually fix stuff every beta but this time I couldn't) 
at first I made a condition in the advance_condition and changed it through code : set("parameter",value)

but currently after I think a pull request is merged I think this one : https://github.com/godotengine/godot/pull/65312

having the condition mode set to Enabled or Auto doesn't advance/travel the animation. 

### Steps to reproduce

make a state machine in an AnimTree and make a condition in the travel between two animation nodes in the state machine.

### Minimal reproduction project

https://github.com/ywmaa/Advanced-Movement-System-Godot
if (p_parents.is_empty()) {
		AnimationNodeStateMachine *prev = this;
		while (prev != nullptr) {
			p_parents.push_back(prev);
			prev = prev->prev_state_machine;
		}
	}
	if (states.has(p_name)) {
		Ref<AnimationNodeStateMachine> anodesm = states[p_name].node;
		if (anodesm.is_valid() && p_parents.find(anodesm.ptr()) != -1) {
			return false;
		}
		return true;
	}
	String node_name = p_name;
	Vector<String> path = node_name.split("/");
	if (path.size() < 2) {
		return false;
	}
	if (path[0] == "..") {
		if (prev_state_machine != nullptr) {
			return prev_state_machine->_can_connect(node_name.replace_first("../", ""), p_parents);
		}
	} else if (states.has(path[0])) {
		Ref<AnimationNodeStateMachine> anodesm = states[path[0]].node;
		if (anodesm.is_valid()) {
			return anodesm->_can_connect(node_name.replace_first(path[0] + "/", ""), p_parents);