### 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)

String anims;
	for (int i = 0; i < get_input_count(); i++) {
		if (i > 0) {
			anims += ",";
		}
		anims += inputs[i].name;
	}
	r_list->push_back(PropertyInfo(Variant::STRING, current_state, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY)); 
	r_list->push_back(PropertyInfo(Variant::STRING, transition_request, PROPERTY_HINT_ENUM, anims)); 
	r_list->push_back(PropertyInfo(Variant::INT, current_index, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_READ_ONLY)); 
	r_list->push_back(PropertyInfo(Variant::INT, prev_index, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
	r_list->push_back(PropertyInfo(Variant::FLOAT, time, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
	r_list->push_back(PropertyInfo(Variant::FLOAT, prev_xfading, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE));
}
Variant AnimationNodeTransition::get_parameter_default_value(const StringName &p_parameter) const {
	if (p_parameter == time || p_parameter == prev_xfading) {
		return 0.0;
	} else if (p_parameter == prev_index || p_parameter == current_index) {
		return -1;
	} else {
		return String();
	}
}
bool AnimationNodeTransition::is_parameter_read_only(const StringName &p_parameter) const {