### 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
advance_expression = p_expression;
	String advance_expression_stripped = advance_expression.strip_edges();
	if (advance_expression_stripped == String()) {
		expression.unref();
		return;
	}
	if (expression.is_null()) {
		expression.instantiate();
	}
	expression->parse(advance_expression_stripped);
}
String AnimationNodeStateMachineTransition::get_advance_expression() const {
	return advance_expression;
}
void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {
	ERR_FAIL_COND(p_xfade < 0);
	xfade_time = p_xfade;
	emit_changed();
}
float AnimationNodeStateMachineTransition::get_xfade_time() const {
	return xfade_time;
}
void AnimationNodeStateMachineTransition::set_xfade_curve(const Ref<Curve> &p_curve) {
	xfade_curve = p_curve;
}
Ref<Curve> AnimationNodeStateMachineTransition::get_xfade_curve() const {
	return xfade_curve;
}
void AnimationNodeStateMachineTransition::set_priority(int p_priority) {