### 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
return states.has(p_name);
}
void AnimationNodeStateMachine::remove_node(const StringName &p_name) {
	ERR_FAIL_COND(!states.has(p_name));
	if (!can_edit_node(p_name)) {
		return;
	}
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].local_from == p_name || transitions[i].local_to == p_name) {
			remove_transition_by_index(i);
			i--;
		}
	}
	{
		Ref<AnimationNode> node = states[p_name].node;
		ERR_FAIL_COND(node.is_null());
		node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
	}
	states.erase(p_name);
	emit_changed();
	emit_signal(SNAME("tree_changed"));
}
void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) {