### 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)

return sync;
}
AnimationNodeSync::AnimationNodeSync() {
}
void AnimationNodeOneShot::get_parameter_list(List<PropertyInfo> *r_list) const {
	r_list->push_back(PropertyInfo(Variant::BOOL, active, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_READ_ONLY));
	r_list->push_back(PropertyInfo(Variant::INT, request, PROPERTY_HINT_ENUM, ",Fire,Abort"));
	r_list->push_back(PropertyInfo(Variant::FLOAT, time, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
	r_list->push_back(PropertyInfo(Variant::FLOAT, remaining, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
	r_list->push_back(PropertyInfo(Variant::FLOAT, time_to_restart, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
}
Variant AnimationNodeOneShot::get_parameter_default_value(const StringName &p_parameter) const {
	if (p_parameter == request) {
		return ONE_SHOT_REQUEST_NONE;
	} else if (p_parameter == active) {
		return false;
	} else if (p_parameter == time_to_restart) {
		return -1;
	} else {
		return 0.0;
	}
}
bool AnimationNodeOneShot::is_parameter_read_only(const StringName &p_parameter) const {
	if (p_parameter == active) {
		return true;
	}
	return false;
}
void AnimationNodeOneShot::set_fadein_time(double p_time) {