### 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
graph_offset = p_offset;
}
Vector2 AnimationNodeStateMachine::get_graph_offset() const {
	return graph_offset;
}
double AnimationNodeStateMachine::process(double p_time, bool p_seek, bool p_is_external_seeking) {
	Ref<AnimationNodeStateMachinePlayback> playback_new = get_parameter(playback);
	ERR_FAIL_COND_V(playback_new.is_null(), 0.0);
	return playback_new->process(this, p_time, p_seek, p_is_external_seeking);
}
String AnimationNodeStateMachine::get_caption() const {
	return "StateMachine";
}
bool AnimationNodeStateMachine::has_local_transition(const StringName &p_from, const StringName &p_to) const {
	StringName from = _get_shortest_path(p_from);
	StringName to = _get_shortest_path(p_to);
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].local_from == from && transitions[i].local_to == to) {
			return true;
		}
	}
	return false;
}
Ref<AnimationNode> AnimationNodeStateMachine::get_child_by_name(const StringName &p_name) {