### 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 play_mode;
}
void AnimationNodeAnimation::set_backward(bool p_backward) {
	backward = p_backward;
}
bool AnimationNodeAnimation::is_backward() const {
	return backward;
}
void AnimationNodeAnimation::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationNodeAnimation::set_animation);
	ClassDB::bind_method(D_METHOD("get_animation"), &AnimationNodeAnimation::get_animation);
	ClassDB::bind_method(D_METHOD("set_play_mode", "mode"), &AnimationNodeAnimation::set_play_mode);
	ClassDB::bind_method(D_METHOD("get_play_mode"), &AnimationNodeAnimation::get_play_mode);
	ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "play_mode", PROPERTY_HINT_ENUM, "Forward,Backward"), "set_play_mode", "get_play_mode");
	BIND_ENUM_CONSTANT(PLAY_MODE_FORWARD);
	BIND_ENUM_CONSTANT(PLAY_MODE_BACKWARD);
}
AnimationNodeAnimation::AnimationNodeAnimation() {
}
void AnimationNodeSync::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeSync::set_use_sync);
	ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeSync::is_using_sync);
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
}
void AnimationNodeSync::set_use_sync(bool p_sync) {
	sync = p_sync;
}
bool AnimationNodeSync::is_using_sync() const {