### 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
switch_mode = p_mode;
}
AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
	return switch_mode;
}
void AnimationNodeStateMachineTransition::set_advance_mode(AdvanceMode p_mode) {
	advance_mode = p_mode;
}
AnimationNodeStateMachineTransition::AdvanceMode AnimationNodeStateMachineTransition::get_advance_mode() const {
	return advance_mode;
}
void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) {
	String cs = p_condition;
	ERR_FAIL_COND(cs.contains("/") || cs.contains(":"));
	advance_condition = p_condition;
	if (!cs.is_empty()) {
		advance_condition_name = "conditions/" + cs;
	} else {
		advance_condition_name = StringName();
	}
	emit_signal(SNAME("advance_condition_changed"));
}
StringName AnimationNodeStateMachineTransition::get_advance_condition() const {
	return advance_condition;
}
StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const {
	return advance_condition_name;
}
void AnimationNodeStateMachineTransition::set_advance_expression(const String &p_expression) {