### 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
ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
	return states[p_name].node;
}
StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
	for (const KeyValue<StringName, State> &E : states) {
		if (E.value.node == p_node) {
			return E.key;
		}
	}
	ERR_FAIL_V(StringName());
}
void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) {
	Vector<StringName> nodes;
	for (const KeyValue<StringName, State> &E : states) {
		nodes.push_back(E.key);
	}
	nodes.sort_custom<StringName::AlphCompare>();
	for (int i = 0; i < nodes.size(); i++) {
		ChildNode cn;
		cn.name = nodes[i];
		cn.node = states[cn.name].node;
		r_child_nodes->push_back(cn);
	}
}
bool AnimationNodeStateMachine::has_node(const StringName &p_name) const {