### 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
BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
	BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
	BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
	BIND_ENUM_CONSTANT(ADVANCE_MODE_DISABLED);
	BIND_ENUM_CONSTANT(ADVANCE_MODE_ENABLED);
	BIND_ENUM_CONSTANT(ADVANCE_MODE_AUTO);
	ADD_SIGNAL(MethodInfo("advance_condition_changed"));
}
AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
}
void AnimationNodeStateMachinePlayback::travel(const StringName &p_state) {
	start_request_travel = true;
	start_request = p_state;
	stop_request = false;
}
void AnimationNodeStateMachinePlayback::start(const StringName &p_state) {
	start_request_travel = false;
	start_request = p_state;
	stop_request = false;
}
void AnimationNodeStateMachinePlayback::stop() {
	stop_request = true;
}
bool AnimationNodeStateMachinePlayback::is_playing() const {
	return playing;
}
StringName AnimationNodeStateMachinePlayback::get_current_node() const {
	return current;
}
StringName AnimationNodeStateMachinePlayback::get_blend_from_node() const {