### 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 false;
}
StringName AnimationNodeStateMachine::_get_shortest_path(const StringName &p_path) const {
	
	
	
	
	
	
	
	
	Vector<String> path = String(p_path).split("/");
	Vector<String> new_path;
	for (int i = 0; i < path.size(); i++) {
		if (i > 0 && path[i] == ".." && new_path[i - 1] != "..") {
			new_path.remove_at(i - 1);
		} else {
			new_path.push_back(path[i]);
		}
	}
	String result;
	for (int i = 0; i < new_path.size(); i++) {
		result += new_path[i] + "/";
	}
	result.remove_at(result.length() - 1);
	return result;
}
void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {