### 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)

return true;
}
void AnimationNodeBlend2::_bind_methods() {
}
AnimationNodeBlend2::AnimationNodeBlend2() {
	add_input("in");
	add_input("blend");
}
void AnimationNodeBlend3::get_parameter_list(List<PropertyInfo> *r_list) const {
	r_list->push_back(PropertyInfo(Variant::FLOAT, blend_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
}
Variant AnimationNodeBlend3::get_parameter_default_value(const StringName &p_parameter) const {
	return 0; 
}
String AnimationNodeBlend3::get_caption() const {
	return "Blend3";
}
double AnimationNodeBlend3::process(double p_time, bool p_seek, bool p_is_external_seeking) {
	double amount = get_parameter(blend_amount);
	double rem0 = blend_input(0, p_time, p_seek, p_is_external_seeking, MAX(0, -amount), FILTER_IGNORE, sync);
	double rem1 = blend_input(1, p_time, p_seek, p_is_external_seeking, 1.0 - ABS(amount), FILTER_IGNORE, sync);
	double rem2 = blend_input(2, p_time, p_seek, p_is_external_seeking, MAX(0, amount), FILTER_IGNORE, sync);
	return amount > 0.5 ? rem2 : (amount < -0.5 ? rem0 : rem1); 
}
void AnimationNodeBlend3::_bind_methods() {