### 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)

r_list->push_back(PropertyInfo(Variant::FLOAT, time, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
}
void AnimationNodeAnimation::_validate_property(PropertyInfo &p_property) const {
	if (p_property.name == "animation" && get_editable_animation_list) {
		Vector<String> names = get_editable_animation_list();
		String anims;
		for (int i = 0; i < names.size(); i++) {
			if (i > 0) {
				anims += ",";
			}
			anims += String(names[i]);
		}
		if (!anims.is_empty()) {
			p_property.hint = PROPERTY_HINT_ENUM;
			p_property.hint_string = anims;
		}
	}
}
double AnimationNodeAnimation::process(double p_time, bool p_seek, bool p_is_external_seeking) {
	AnimationPlayer *ap = state->player;
	ERR_FAIL_COND_V(!ap, 0);
	double cur_time = get_parameter(time);
	if (!ap->has_animation(animation)) {
		AnimationNodeBlendTree *tree = Object::cast_to<AnimationNodeBlendTree>(parent);
		if (tree) {
			String node_name = tree->get_node_name(Ref<AnimationNodeAnimation>(this));
			make_invalid(vformat(RTR("On BlendTree node '%s', animation not found: '%s'"), node_name, animation));
		} else {