### 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 (transition->get_advance_mode() != AnimationNodeStateMachineTransition::ADVANCE_MODE_AUTO) {
		return false;
	}
	StringName advance_condition_name = transition->get_advance_condition_name();
	if (advance_condition_name != StringName() && !bool(state_machine->get_parameter(advance_condition_name))) {
		return false;
	}
	if (transition->expression.is_valid()) {
		AnimationTree *tree_base = state_machine->get_animation_tree();
		ERR_FAIL_COND_V(tree_base == nullptr, false);
		NodePath advance_expression_base_node_path = tree_base->get_advance_expression_base_node();
		Node *expression_base = tree_base->get_node_or_null(advance_expression_base_node_path);
		if (expression_base) {
			Ref<Expression> exp = transition->expression;
			bool ret = exp->execute(Array(), expression_base, false, Engine::get_singleton()->is_editor_hint()); 
			if (exp->has_execute_failed() || !ret) {
				return false;
			}
		} else {
			WARN_PRINT_ONCE("Animation transition has a valid expression, but no expression base node was set on its AnimationTree.");
		}
	}
	return true;
}
void AnimationNodeStateMachinePlayback::_bind_methods() {