### 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
if (updating_transitions) {
		return;
	}
	updating_transitions = true;
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].from == p_name) {
			Vector<String> path = String(transitions[i].to).split("/");
			if (path.size() > 1) {
				if (path[0] == "..") {
					prev_state_machine->_rename_transitions(String(state_machine_name) + "/" + p_name, String(state_machine_name) + "/" + p_new_name);
				} else {
					((Ref<AnimationNodeStateMachine>)states[transitions[i].local_to].node)->_rename_transitions("../" + p_name, "../" + p_new_name);
				}
			}
			if (transitions[i].local_from == p_name) {
				transitions.write[i].local_from = p_new_name;
			}