### 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)

}
	} else {
		blend = 1.0;
	}
	double main_rem;
	if (mix == MIX_MODE_ADD) {
		main_rem = blend_input(0, p_time, p_seek, p_is_external_seeking, 1.0, FILTER_IGNORE, sync);
	} else {
		main_rem = blend_input(0, p_time, p_seek, p_is_external_seeking, 1.0 - blend, FILTER_BLEND, sync); 
	}
	double os_rem = blend_input(1, os_seek ? cur_time : p_time, os_seek, p_is_external_seeking, Math::is_zero_approx(blend) ? CMP_EPSILON : blend, FILTER_PASS, true); 
	if (do_start) {
		cur_remaining = os_rem;
	}
	if (!p_seek) {
		cur_time += p_time;
		cur_remaining = os_rem;
		if (cur_remaining <= 0) {
			set_parameter(active, false);
			if (autorestart) {
				double restart_sec = autorestart_delay + Math::randd() * autorestart_random_delay;
				set_parameter(time_to_restart, restart_sec);
			}
		}
	}
	set_parameter(time, cur_time);
	set_parameter(remaining, cur_remaining);
	return MAX(main_rem, cur_remaining);
}
void AnimationNodeOneShot::_bind_methods() {