### 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
ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachinePlayback::travel);
	ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachinePlayback::start);
	ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachinePlayback::stop);
	ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachinePlayback::is_playing);
	ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachinePlayback::get_current_node);
	ClassDB::bind_method(D_METHOD("get_current_play_position"), &AnimationNodeStateMachinePlayback::get_current_play_pos);
	ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length);
	ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path);
}
AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() {
	set_local_to_scene(true); 
}
void AnimationNodeStateMachine::get_parameter_list(List<PropertyInfo> *r_list) const {
	r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
	List<StringName> advance_conditions;
	for (int i = 0; i < transitions.size(); i++) {
		StringName ac = transitions[i].transition->get_advance_condition_name();
		if (ac != StringName() && advance_conditions.find(ac) == nullptr) {
			advance_conditions.push_back(ac);
		}
	}
	advance_conditions.sort_custom<StringName::AlphCompare>();
	for (const StringName &E : advance_conditions) {
		r_list->push_back(PropertyInfo(Variant::BOOL, E));
	}
}
Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const {