### 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
StringName next;
	double next_xfade = 0.0;
	AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE;
	if (path.size()) {
		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
			if (p_state_machine->transitions[i].transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_DISABLED) {
				continue;
			}
			if (p_state_machine->transitions[i].local_from == current && p_state_machine->transitions[i].local_to == path[0]) {
				next_xfade = p_state_machine->transitions[i].transition->get_xfade_time();
				current_curve = p_state_machine->transitions[i].transition->get_xfade_curve();
				switch_mode = p_state_machine->transitions[i].transition->get_switch_mode();
				next = path[0];
			}
		}
	} else {
		float priority_best = 1e20;
		int auto_advance_to = -1;
		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
			if (p_state_machine->transitions[i].transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_DISABLED) {
				continue;
			}
			
			if (force_auto_advance) {
				if (p_state_machine->transitions[i].from == current_transition.from && p_state_machine->transitions[i].to == current_transition.to) {
					auto_advance_to = i;
					force_auto_advance = false;
					break;
				}