### Godot version

4.0.rc1

### System information

Windows 10

### Issue description

I'm not 100% sure what's causing it, but something in the blend tree of the animation tree doesn't play the correct animations when running. 

The problem happens when you jump for a 2nd time. It plays the fall animation for 1 loop before switching to the jump animation. It should only play the jump animation when moving upwards. Same effect happens rarely with the idle playing while jumping. 

![BlendTreeBug](https://user-images.githubusercontent.com/48493009/217973489-f5e84658-7fdc-4ba8-8a59-d23ab2611236.gif)



I think it has something to do with the transition nodes and some kind of blend between the 2 animations. Even though the xfade time is set to 0 on all transition nodes. Here's an image of the whole animation tree/ blend tree.

![AnimationTree](https://user-images.githubusercontent.com/48493009/217973509-c1c61888-a7a5-4d59-b2db-8f55d47f6679.PNG)



I have a simple script, mostly made of integrated/default code + a small amount I added for adjusting what animation to play in the blend tree. 3 animations. Idle, jump, and fall, shown below.

![bugProjectCode](https://user-images.githubusercontent.com/48493009/217973524-1931d8da-b0f7-46d3-9236-888c45712557.PNG)



### Steps to reproduce

open included project, start game, press jump button (space) twice. (it works like it should the first time. But only the first time)

### Minimal reproduction project

[BlendTreeBug.zip](https://github.com/godotengine/godot/files/10702792/BlendTreeBug.zip)

}
AnimationNodeTimeScale::AnimationNodeTimeScale() {
	add_input("in");
}
void AnimationNodeTimeSeek::get_parameter_list(List<PropertyInfo> *r_list) const {
	r_list->push_back(PropertyInfo(Variant::FLOAT, seek_pos_request, PROPERTY_HINT_RANGE, "-1,3600,0.01,or_greater")); 
}
Variant AnimationNodeTimeSeek::get_parameter_default_value(const StringName &p_parameter) const {
	return -1.0; 
}
String AnimationNodeTimeSeek::get_caption() const {
	return "TimeSeek";
}
double AnimationNodeTimeSeek::process(double p_time, bool p_seek, bool p_is_external_seeking) {
	double cur_seek_pos = get_parameter(seek_pos_request);
	if (p_seek) {
		return blend_input(0, p_time, true, p_is_external_seeking, 1.0, FILTER_IGNORE, true);
	} else if (cur_seek_pos >= 0) {
		double ret = blend_input(0, cur_seek_pos, true, true, 1.0, FILTER_IGNORE, true);
		set_parameter(seek_pos_request, -1.0); 
		return ret;
	} else {
		return blend_input(0, p_time, false, p_is_external_seeking, 1.0, FILTER_IGNORE, true);
	}
}
void AnimationNodeTimeSeek::_bind_methods() {