### 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)

return "BlendTree";
}
double AnimationNodeBlendTree::process(double p_time, bool p_seek, bool p_is_external_seeking) {
	Ref<AnimationNodeOutput> output = nodes[SceneStringNames::get_singleton()->output].node;
	return _blend_node("output", nodes[SceneStringNames::get_singleton()->output].connections, this, output, p_time, p_seek, p_is_external_seeking, 1.0, FILTER_IGNORE, true);
}
void AnimationNodeBlendTree::get_node_list(List<StringName> *r_list) {
	for (const KeyValue<StringName, Node> &E : nodes) {
		r_list->push_back(E.key);
	}
}
void AnimationNodeBlendTree::set_graph_offset(const Vector2 &p_graph_offset) {
	graph_offset = p_graph_offset;
}
Vector2 AnimationNodeBlendTree::get_graph_offset() const {
	return graph_offset;
}
Ref<AnimationNode> AnimationNodeBlendTree::get_child_by_name(const StringName &p_name) {
	return get_node(p_name);
}
bool AnimationNodeBlendTree::_set(const StringName &p_name, const Variant &p_value) {