### 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
return prev_state_machine;
}
bool AnimationNodeStateMachine::has_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].from == from && transitions[i].to == to) {
			return true;
		}
	}
	return false;
}
int AnimationNodeStateMachine::find_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].from == from && transitions[i].to == to) {
			return i;
		}
	}
	return -1;
}
bool AnimationNodeStateMachine::_can_connect(const StringName &p_name, Vector<AnimationNodeStateMachine *> p_parents) {