### 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
local_from = local_from == ".." ? "Start" : local_from;
	local_to = local_to == ".." ? "End" : local_to;
	Transition tr;
	tr.from = from;
	tr.to = to;
	tr.local_from = local_from;
	tr.local_to = local_to;
	tr.transition = p_transition;
	tr.transition->connect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED);
	transitions.push_back(tr);
	
	if (path_from.size() > 1) {
		StringName local_path = String(from).replace_first(path_from[0] + "/", "");
		if (path_from[0] == "..") {
			prev_state_machine->add_transition(local_path, String(state_machine_name) + "/" + to, p_transition);
		} else {
			((Ref<AnimationNodeStateMachine>)states[path_from[0]].node)->add_transition(local_path, "../" + to, p_transition);
		}
	}
	if (path_to.size() > 1) {
		StringName local_path = String(to).replace_first(path_to[0] + "/", "");
		if (path_to[0] == "..") {
			prev_state_machine->add_transition(String(state_machine_name) + "/" + from, local_path, p_transition);
		} else {
			((Ref<AnimationNodeStateMachine>)states[path_to[0]].node)->add_transition("../" + from, local_path, p_transition);
		}
	}
	updating_transitions = false;
}
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {