### 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 (fading_from != StringName()) {
		if (!p_state_machine->states.has(fading_from)) {
			fading_from = StringName();
		} else {
			if (!p_seek) {
				fading_pos += p_time;
			}
			fade_blend = MIN(1.0, fading_pos / fading_time);
			if (fade_blend > 1.0) {
				fading_from = StringName();
			}
		}
	}
	if (current_curve.is_valid()) {
		fade_blend = current_curve->sample(fade_blend);
	}
	double rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend) ? CMP_EPSILON : fade_blend, AnimationNode::FILTER_IGNORE, true); 
	double fade_blend_inv = 1.0 - fade_blend;
	if (fading_from != StringName()) {
		p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv, AnimationNode::FILTER_IGNORE, true); 
	}
	
	if (rem > len_current) { 
		len_current = rem;
	}
	{ 
		double next_pos = len_current - rem;
		end_loop = next_pos < pos_current;
		pos_current = next_pos; 
	}