### 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)

input_data.remove_at(p_index);
	AnimationNode::remove_input(p_index);
}
bool AnimationNodeTransition::set_input_name(int p_input, const String &p_name) {
	pending_update = true;
	return AnimationNode::set_input_name(p_input, p_name);
}
void AnimationNodeTransition::set_input_as_auto_advance(int p_input, bool p_enable) {
	ERR_FAIL_INDEX(p_input, get_input_count());
	input_data.write[p_input].auto_advance = p_enable;
}
bool AnimationNodeTransition::is_input_set_as_auto_advance(int p_input) const {
	ERR_FAIL_INDEX_V(p_input, get_input_count(), false);
	return input_data[p_input].auto_advance;
}
void AnimationNodeTransition::set_input_reset(int p_input, bool p_enable) {
	ERR_FAIL_INDEX(p_input, get_input_count());
	input_data.write[p_input].reset = p_enable;
}
bool AnimationNodeTransition::is_input_reset(int p_input) const {
	ERR_FAIL_INDEX_V(p_input, get_input_count(), true);
	return input_data[p_input].reset;
}
void AnimationNodeTransition::set_xfade_time(double p_fade) {
	xfade_time = p_fade;
}
double AnimationNodeTransition::get_xfade_time() const {
	return xfade_time;
}
void AnimationNodeTransition::set_xfade_curve(const Ref<Curve> &p_curve) {