### 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 (updating_transitions) {
		return;
	}
	StringName from = _get_shortest_path(p_from);
	StringName to = _get_shortest_path(p_to);
	Vector<String> path_from = String(from).split("/");
	Vector<String> path_to = String(to).split("/");
	ERR_FAIL_COND(from == end_node || to == start_node);
	ERR_FAIL_COND(from == to);
	ERR_FAIL_COND(!_can_connect(from));
	ERR_FAIL_COND(!_can_connect(to));
	ERR_FAIL_COND(p_transition.is_null());
	for (int i = 0; i < transitions.size(); i++) {
		ERR_FAIL_COND(transitions[i].from == from && transitions[i].to == to);
	}
	if (path_from.size() > 1 || path_to.size() > 1) {
		ERR_FAIL_COND(path_from[0] == path_to[0]);
	}
	updating_transitions = true;
	StringName local_from = String(from).get_slicec('/', 0);
	StringName local_to = String(to).get_slicec('/', 0);