### 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_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
	return transitions[p_transition].transition;
}
StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const {
	ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
	return transitions[p_transition].from;
}
StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const {
	ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
	return transitions[p_transition].to;
}
int AnimationNodeStateMachine::get_transition_count() const {
	return transitions.size();
}
void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) {
	StringName from = _get_shortest_path(p_from);
	StringName to = _get_shortest_path(p_to);
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].from == from && transitions[i].to == to) {
			remove_transition_by_index(i);
			return;
		}
	}
}
void AnimationNodeStateMachine::remove_transition_by_index(const int p_transition) {