### 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
ERR_FAIL_COND(states.has(p_name) == false);
	ERR_FAIL_COND(p_node.is_null());
	ERR_FAIL_COND(String(p_name).contains("/"));
	{
		Ref<AnimationNode> node = states[p_name].node;
		if (node.is_valid()) {
			node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
		}
	}
	states[p_name].node = p_node;
	emit_changed();
	emit_signal(SNAME("tree_changed"));
	p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED);
}
bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const {
	if (states.has(p_name)) {
		return !(states[p_name].node->is_class("AnimationNodeStartState") || states[p_name].node->is_class("AnimationNodeEndState"));
	}
	return true;
}
Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {