### 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
StringName transition = p_state_machine->transitions[least_cost_transition->get()].local_to;
		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
			if (p_state_machine->transitions[i].transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_DISABLED) {
				continue;
			}
			if (p_state_machine->transitions[i].local_from != transition || p_state_machine->transitions[i].local_to == transition_prev) {
				continue; 
			}
			float distance = p_state_machine->states[p_state_machine->transitions[i].local_from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].local_to].position);
			distance *= p_state_machine->transitions[i].transition->get_priority();
			distance += cost_map[p_state_machine->transitions[i].local_from].distance;
			if (cost_map.has(p_state_machine->transitions[i].local_to)) {
				
				if (distance < cost_map[p_state_machine->transitions[i].local_to].distance) {
					cost_map[p_state_machine->transitions[i].local_to].distance = distance;
					cost_map[p_state_machine->transitions[i].local_to].prev = p_state_machine->transitions[i].local_from;
				}
			} else {
				
				AStarCost ac;
				ac.prev = p_state_machine->transitions[i].local_from;
				ac.distance = distance;
				cost_map[p_state_machine->transitions[i].local_to] = ac;
				open_list.push_back(i);
				if (p_state_machine->transitions[i].local_to == p_travel) {
					found_route = true;
					break;
				}
			}
		}