### 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
}
		} else {
			
			if (p_state_machine->states.has(start_request)) {
				path.clear();
				current = start_request;
				playing = true;
				play_start = true;
				start_request = StringName(); 
			} else {
				StringName node = start_request;
				start_request = StringName(); 
				ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
			}
		}
	}
	bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
	if (do_start) {
		if (p_state_machine->start_node != StringName() && p_seek && p_time == 0 && current == StringName()) {
			current = p_state_machine->start_node;
		}
		len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, 1.0, AnimationNode::FILTER_IGNORE, true);
		pos_current = 0;
	}
	if (!p_state_machine->states.has(current)) {
		playing = false; 
		current = StringName();
		return 0;
	}
	float fade_blend = 1.0;