### 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
if (p_parameter == playback) {
		Ref<AnimationNodeStateMachinePlayback> p;
		p.instantiate();
		return p;
	} else {
		return false; 
	}
}
void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) {
	ERR_FAIL_COND(states.has(p_name));
	ERR_FAIL_COND(p_node.is_null());
	ERR_FAIL_COND(String(p_name).contains("/"));
	State state_new;
	state_new.node = p_node;
	state_new.position = p_position;
	states[p_name] = state_new;
	Ref<AnimationNodeStateMachine> anodesm = p_node;
	if (anodesm.is_valid()) {
		anodesm->state_machine_name = p_name;
		anodesm->prev_state_machine = this;
	}
	emit_changed();
	emit_signal(SNAME("tree_changed"));
	p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED);
}
void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<AnimationNode> p_node) {