### 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
String to = transitions[i].to;
			if (from.get_slicec('/', 0) == ".." || to.get_slicec('/', 0) == "..") {
				continue;
			}
			trans.push_back(from);
			trans.push_back(to);
			trans.push_back(transitions[i].transition);
		}
		r_ret = trans;
		return true;
	} else if (prop_name == "graph_offset") {
		r_ret = get_graph_offset();
		return true;
	}
	return false;
}
void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const {
	List<StringName> names;
	for (const KeyValue<StringName, State> &E : states) {
		names.push_back(E.key);
	}
	names.sort_custom<StringName::AlphCompare>();
	for (const StringName &prop_name : names) {
		p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NO_EDITOR));
		p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
	}
	p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
	p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
void AnimationNodeStateMachine::reset_state() {