### 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_COND_V(!states.has(p_name), Vector2());
	return states[p_name].position;
}
void AnimationNodeStateMachine::_tree_changed() {
	emit_changed();
	emit_signal(SNAME("tree_changed"));
}
void AnimationNodeStateMachine::_bind_methods() {
	ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeStateMachine::add_node, DEFVAL(Vector2()));
	ClassDB::bind_method(D_METHOD("replace_node", "name", "node"), &AnimationNodeStateMachine::replace_node);
	ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeStateMachine::get_node);
	ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeStateMachine::remove_node);
	ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeStateMachine::rename_node);
	ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeStateMachine::has_node);
	ClassDB::bind_method(D_METHOD("get_node_name", "node"), &AnimationNodeStateMachine::get_node_name);
	ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeStateMachine::set_node_position);
	ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeStateMachine::get_node_position);
	ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::has_transition);
	ClassDB::bind_method(D_METHOD("add_transition", "from", "to", "transition"), &AnimationNodeStateMachine::add_transition);
	ClassDB::bind_method(D_METHOD("get_transition", "idx"), &AnimationNodeStateMachine::get_transition);
	ClassDB::bind_method(D_METHOD("get_transition_from", "idx"), &AnimationNodeStateMachine::get_transition_from);
	ClassDB::bind_method(D_METHOD("get_transition_to", "idx"), &AnimationNodeStateMachine::get_transition_to);
	ClassDB::bind_method(D_METHOD("get_transition_count"), &AnimationNodeStateMachine::get_transition_count);
	ClassDB::bind_method(D_METHOD("remove_transition_by_index", "idx"), &AnimationNodeStateMachine::remove_transition_by_index);
	ClassDB::bind_method(D_METHOD("remove_transition", "from", "to"), &AnimationNodeStateMachine::remove_transition);
	ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
	ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
}
AnimationNodeStateMachine::AnimationNodeStateMachine() {