### Godot version

4.2

### System information

Linux

### Issue description

A nested state machine isn't traveling to its animation in `_ready()` in 4.2 as it was in 4.1.3.

In the ready function, we make the `root` state machine travel to the state of the `Stages` nested state machine. Then we immediately call the `Stages` nested state machine to travel to `Stage2`. This works fine in Godot v4.1.3, but not in Godot v4.2, where it seems a delay is first needed for the second travel animation to work.

![image](https://github.com/godotengine/godot/assets/788630/f1582a99-a68e-45d9-82b8-8367e62a9cba)
![image](https://github.com/godotengine/godot/assets/788630/c7c1f9fa-c78b-4259-bd36-81ebd8cef9aa)

### Steps to reproduce

Run the MRP below in 4.1.3 and 4.2.

In 4.1.3, the animation tree will reach `Stage2` and show Finished on the screen.

In 4.2, the animation tree will only reach `Stage1` and show Stuck on the screen.

### Minimal reproduction project

[MRP-AnimationNodeStateMachinePlayback.zip](https://github.com/godotengine/godot/files/13533132/MRP-AnimationNodeStateMachinePlayback.zip)

if (fading_from != StringName()) {
		double fade_blend_inv = 1.0 - fade_blend;
		fade_blend_inv = Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv;
		if (is_start_of_group) {
			fade_blend_inv = 0.0;
		} else if (is_end_of_group) {
			fade_blend_inv = 1.0;
		}
		float fading_from_rem = 0.0;
		pi = p_playback_info;
		pi.weight = fade_blend_inv;
		if (_reset_request_for_fading_from) {
			_reset_request_for_fading_from = false;
			pi.time = 0;
			pi.seeked = true;
		}
		fading_from_rem = p_state_machine->blend_node(p_state_machine->states[fading_from].node, fading_from, pi, AnimationNode::FILTER_IGNORE, true); 
		
		if (fading_from_rem > len_fade_from) { 
			len_fade_from = fading_from_rem;
		}
		pos_fade_from = len_fade_from - fading_from_rem;
		if (fading_pos >= fading_time) {
			fading_from = StringName(); 
		}
	}
	
	if (rem > len_current) { 
		len_current = rem;
	}