### 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 get_node(p_name);
}
bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) {
	String prop_name = p_name;
	if (prop_name.begins_with("states/")) {
		String node_name = prop_name.get_slicec('/', 1);
		String what = prop_name.get_slicec('/', 2);
		if (what == "node") {
			Ref<AnimationNode> anode = p_value;
			if (anode.is_valid()) {
				add_node(node_name, p_value);
			}
			return true;
		}
		if (what == "position") {
			if (states.has(node_name)) {
				states[node_name].position = p_value;
			}
			return true;
		}
	} else if (prop_name == "transitions") {
		Array trans = p_value;
		ERR_FAIL_COND_V(trans.size() % 3 != 0, false);
		for (int i = 0; i < trans.size(); i += 3) {