### 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
ERR_FAIL_INDEX(p_transition, transitions.size());
	Transition tr = transitions[p_transition];
	transitions.write[p_transition].transition->disconnect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
	transitions.remove_at(p_transition);
	Vector<String> path_from = String(tr.from).split("/");
	Vector<String> path_to = String(tr.to).split("/");
	List<Vector<String>> paths;
	paths.push_back(path_from);
	paths.push_back(path_to);
	for (List<Vector<String>>::Element *E = paths.front(); E; E = E->next()) {
		if (E->get()[0].size() > 1) {
			if (E->get()[0] == "..") {
				prev_state_machine->_remove_transition(tr.transition);
			} else if (states.has(E->get()[0])) {
				Ref<AnimationNodeStateMachine> anodesm = states[E->get()[0]].node;
				if (anodesm.is_valid()) {
					anodesm->_remove_transition(tr.transition);
				}
			}
		}
	}
}
void AnimationNodeStateMachine::_remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition) {