### 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)

xfade_curve = p_curve;
}
Ref<Curve> AnimationNodeTransition::get_xfade_curve() const {
	return xfade_curve;
}
void AnimationNodeTransition::set_allow_transition_to_self(bool p_enable) {
	allow_transition_to_self = p_enable;
}
bool AnimationNodeTransition::is_allow_transition_to_self() const {
	return allow_transition_to_self;
}
double AnimationNodeTransition::process(double p_time, bool p_seek, bool p_is_external_seeking) {
	String cur_transition_request = get_parameter(transition_request);
	int cur_current_index = get_parameter(current_index);
	int cur_prev_index = get_parameter(prev_index);
	double cur_time = get_parameter(time);
	double cur_prev_xfading = get_parameter(prev_xfading);
	bool switched = false;
	bool restart = false;
	if (pending_update) {
		if (cur_current_index < 0 || cur_current_index >= get_input_count()) {
			set_parameter(prev_index, -1);
			if (get_input_count() > 0) {
				set_parameter(current_index, 0);
				set_parameter(current_state, get_input_name(0));
			} else {
				set_parameter(current_index, -1);
				set_parameter(current_state, StringName());
			}