### 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
float cost = p_state_machine->states[p_state_machine->transitions[i].local_to].position.distance_to(current_pos);
			cost *= p_state_machine->transitions[i].transition->get_priority();
			AStarCost ap;
			ap.prev = current;
			ap.distance = cost;
			cost_map[p_state_machine->transitions[i].local_to] = ap;
			if (p_state_machine->transitions[i].local_to == p_travel) { 
				path.push_back(p_travel);
				return true;
			}
		}
	}
	
	bool found_route = false;
	while (!found_route) {
		if (open_list.size() == 0) {
			return false; 
		}
		
		List<int>::Element *least_cost_transition = nullptr;
		float least_cost = 1e20;
		for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
			float cost = cost_map[p_state_machine->transitions[E->get()].local_to].distance;
			cost += p_state_machine->states[p_state_machine->transitions[E->get()].local_to].position.distance_to(target_pos);
			if (cost < least_cost) {
				least_cost_transition = E;
				least_cost = cost;
			}
		}
		StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].local_from;