### 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
Ref<AnimationNodeStateMachine> anodesm = p_state_machine->states[current].node;
				if (anodesm.is_valid()) {
					p_state_machine->blend_node(current, p_state_machine->states[current].node, -1, p_seek, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true);
				}
			}
			current = next;
			len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, CMP_EPSILON, AnimationNode::FILTER_IGNORE, true); 
			if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
				pos_current = MIN(pos_current, len_current);
				p_state_machine->blend_node(current, p_state_machine->states[current].node, pos_current, true, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true);
			} else {
				pos_current = 0;
			}
			rem = len_current; 
		}
	}
	if (current != p_state_machine->end_node) {
		rem = 1; 
	} else {
		if (p_state_machine->prev_state_machine != nullptr) {
			Ref<AnimationNodeStateMachinePlayback> prev_playback = p_state_machine->prev_state_machine->get_parameter(p_state_machine->playback);
			if (prev_playback.is_valid()) {
				prev_playback->current_transition = current_transition;
				prev_playback->force_auto_advance = true;
			}
		}
	}
	return rem;
}
bool AnimationNodeStateMachinePlayback::_check_advance_condition(const Ref<AnimationNodeStateMachine> state_machine, const Ref<AnimationNodeStateMachineTransition> transition) const {