### 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
next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time();
			switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode();
		}
	}
	if (next == p_state_machine->end_node) {
		AnimationNodeStateMachine *prev_state_machine = p_state_machine->prev_state_machine;
		if (prev_state_machine != nullptr) {
			Ref<AnimationNodeStateMachinePlayback> prev_playback = prev_state_machine->get_parameter(p_state_machine->playback);
			if (prev_playback.is_valid()) {
				if (next_xfade) {
					prev_playback->current_transition = current_transition;
					prev_playback->force_auto_advance = true;
					return rem;
				}
				float priority_best = 1e20;
				int auto_advance_to = -1;
				for (int i = 0; i < prev_state_machine->transitions.size(); i++) {
					if (prev_state_machine->transitions[i].transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_DISABLED) {
						continue;
					}
					if (current_transition.next == prev_state_machine->end_node && _check_advance_condition(prev_state_machine, prev_state_machine->transitions[i].transition)) {
						if (prev_state_machine->transitions[i].transition->get_priority() <= priority_best) {
							priority_best = prev_state_machine->transitions[i].transition->get_priority();
							auto_advance_to = i;
						}
					}
				}
				if (auto_advance_to != -1) {
					if (prev_state_machine->transitions[auto_advance_to].transition->get_xfade_time()) {
						return rem;