### 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
return fading_from;
}
Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const {
	return path;
}
float AnimationNodeStateMachinePlayback::get_current_play_pos() const {
	return pos_current;
}
float AnimationNodeStateMachinePlayback::get_current_length() const {
	return len_current;
}
bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) {
	ERR_FAIL_COND_V(!playing, false);
	ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false);
	ERR_FAIL_COND_V(!p_state_machine->states.has(current), false);
	path.clear(); 
	if (current == p_travel) {
		return true; 
	}
	Vector2 current_pos = p_state_machine->states[current].position;
	Vector2 target_pos = p_state_machine->states[p_travel].position;
	HashMap<StringName, AStarCost> cost_map;
	List<int> open_list;
	
	for (int i = 0; i < p_state_machine->transitions.size(); i++) {
		if (p_state_machine->transitions[i].transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_DISABLED) {
			continue;
		}
		if (p_state_machine->transitions[i].local_from == current) {
			open_list.push_back(i);