### 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
add_transition(trans[i], trans[i + 1], trans[i + 2]);
		}
		return true;
	} else if (prop_name == "graph_offset") {
		set_graph_offset(p_value);
		return true;
	}
	return false;
}
bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const {
	String prop_name = p_name;
	if (prop_name.begins_with("states/")) {
		String node_name = prop_name.get_slicec('/', 1);
		String what = prop_name.get_slicec('/', 2);
		if (what == "node") {
			if (states.has(node_name) && can_edit_node(node_name)) {
				r_ret = states[node_name].node;
				return true;
			}
		}
		if (what == "position") {
			if (states.has(node_name)) {
				r_ret = states[node_name].position;
				return true;
			}
		}
	} else if (prop_name == "transitions") {
		Array trans;
		for (int i = 0; i < transitions.size(); i++) {
			String from = transitions[i].from;