### Godot version

4.0.rc1

### System information

Windows 10

### Issue description

I'm not 100% sure what's causing it, but something in the blend tree of the animation tree doesn't play the correct animations when running. 

The problem happens when you jump for a 2nd time. It plays the fall animation for 1 loop before switching to the jump animation. It should only play the jump animation when moving upwards. Same effect happens rarely with the idle playing while jumping. 

![BlendTreeBug](https://user-images.githubusercontent.com/48493009/217973489-f5e84658-7fdc-4ba8-8a59-d23ab2611236.gif)



I think it has something to do with the transition nodes and some kind of blend between the 2 animations. Even though the xfade time is set to 0 on all transition nodes. Here's an image of the whole animation tree/ blend tree.

![AnimationTree](https://user-images.githubusercontent.com/48493009/217973509-c1c61888-a7a5-4d59-b2db-8f55d47f6679.PNG)



I have a simple script, mostly made of integrated/default code + a small amount I added for adjusting what animation to play in the blend tree. 3 animations. Idle, jump, and fall, shown below.

![bugProjectCode](https://user-images.githubusercontent.com/48493009/217973524-1931d8da-b0f7-46d3-9236-888c45712557.PNG)



### Steps to reproduce

open included project, start game, press jump button (space) twice. (it works like it should the first time. But only the first time)

### Minimal reproduction project

[BlendTreeBug.zip](https://github.com/godotengine/godot/files/10702792/BlendTreeBug.zip)

ClassDB::bind_method(D_METHOD("set_fadein_time", "time"), &AnimationNodeOneShot::set_fadein_time);
	ClassDB::bind_method(D_METHOD("get_fadein_time"), &AnimationNodeOneShot::get_fadein_time);
	ClassDB::bind_method(D_METHOD("set_fadeout_time", "time"), &AnimationNodeOneShot::set_fadeout_time);
	ClassDB::bind_method(D_METHOD("get_fadeout_time"), &AnimationNodeOneShot::get_fadeout_time);
	ClassDB::bind_method(D_METHOD("set_autorestart", "enable"), &AnimationNodeOneShot::set_autorestart);
	ClassDB::bind_method(D_METHOD("has_autorestart"), &AnimationNodeOneShot::has_autorestart);
	ClassDB::bind_method(D_METHOD("set_autorestart_delay", "enable"), &AnimationNodeOneShot::set_autorestart_delay);
	ClassDB::bind_method(D_METHOD("get_autorestart_delay"), &AnimationNodeOneShot::get_autorestart_delay);
	ClassDB::bind_method(D_METHOD("set_autorestart_random_delay", "enable"), &AnimationNodeOneShot::set_autorestart_random_delay);
	ClassDB::bind_method(D_METHOD("get_autorestart_random_delay"), &AnimationNodeOneShot::get_autorestart_random_delay);
	ClassDB::bind_method(D_METHOD("set_mix_mode", "mode"), &AnimationNodeOneShot::set_mix_mode);
	ClassDB::bind_method(D_METHOD("get_mix_mode"), &AnimationNodeOneShot::get_mix_mode);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "mix_mode", PROPERTY_HINT_ENUM, "Blend,Add"), "set_mix_mode", "get_mix_mode");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fadein_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater,suffix:s"), "set_fadein_time", "get_fadein_time");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fadeout_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater,suffix:s"), "set_fadeout_time", "get_fadeout_time");
	ADD_GROUP("Auto Restart", "autorestart_");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autorestart"), "set_autorestart", "has_autorestart");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "autorestart_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater,suffix:s"), "set_autorestart_delay", "get_autorestart_delay");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "autorestart_random_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater,suffix:s"), "set_autorestart_random_delay", "get_autorestart_random_delay");
	BIND_ENUM_CONSTANT(ONE_SHOT_REQUEST_NONE);
	BIND_ENUM_CONSTANT(ONE_SHOT_REQUEST_FIRE);
	BIND_ENUM_CONSTANT(ONE_SHOT_REQUEST_ABORT);
	BIND_ENUM_CONSTANT(MIX_MODE_BLEND);
	BIND_ENUM_CONSTANT(MIX_MODE_ADD);
}
AnimationNodeOneShot::AnimationNodeOneShot() {