### 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)

set_local_to_scene(true); 
	default_transition.instantiate();
	default_transition->set_xfade_time(0);
	default_transition->set_reset(true);
	default_transition->set_advance_mode(AnimationNodeStateMachineTransition::ADVANCE_MODE_AUTO);
	default_transition->set_switch_mode(AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE);
}
void AnimationNodeStateMachine::get_parameter_list(List<PropertyInfo> *r_list) const {
	r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE)); 
	List<StringName> advance_conditions;
	for (int i = 0; i < transitions.size(); i++) {
		StringName ac = transitions[i].transition->get_advance_condition_name();
		if (ac != StringName() && advance_conditions.find(ac) == nullptr) {
			advance_conditions.push_back(ac);
		}
	}
	advance_conditions.sort_custom<StringName::AlphCompare>();
	for (const StringName &E : advance_conditions) {
		r_list->push_back(PropertyInfo(Variant::BOOL, E));
	}
}
Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const {