### 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
ERR_FAIL_COND(!states.has(p_name));
	ERR_FAIL_COND(states.has(p_new_name));
	ERR_FAIL_COND(!can_edit_node(p_name));
	states[p_new_name] = states[p_name];
	states.erase(p_name);
	Ref<AnimationNodeStateMachine> anodesm = states[p_new_name].node;
	if (anodesm.is_valid()) {
		anodesm->state_machine_name = p_new_name;
	}
	_rename_transitions(p_name, p_new_name);
	emit_changed();
	emit_signal(SNAME("tree_changed"));
}
void AnimationNodeStateMachine::_rename_transitions(const StringName &p_name, const StringName &p_new_name) {