### 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
if (found_route) {
			break;
		}
		open_list.erase(least_cost_transition);
	}
	
	StringName at = p_travel;
	while (at != current) {
		path.push_back(at);
		at = cost_map[at].prev;
	}
	path.reverse();
	return true;
}
double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking) {
	if (p_time == -1) {
		Ref<AnimationNodeStateMachine> anodesm = p_state_machine->states[current].node;
		if (anodesm.is_valid()) {
			p_state_machine->blend_node(current, p_state_machine->states[current].node, -1, p_seek, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true);
		}
		playing = false;
		return 0;
	}
	
	if (!playing && start_request == StringName()) {
		if (!stop_request && p_state_machine->start_node) {
			start(p_state_machine->start_node);
		} else {
			return 0;
		}