### 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)

ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
	ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
	ClassDB::bind_method(D_METHOD("set_state_machine_type", "state_machine_type"), &AnimationNodeStateMachine::set_state_machine_type);
	ClassDB::bind_method(D_METHOD("get_state_machine_type"), &AnimationNodeStateMachine::get_state_machine_type);
	ClassDB::bind_method(D_METHOD("set_allow_transition_to_self", "enable"), &AnimationNodeStateMachine::set_allow_transition_to_self);
	ClassDB::bind_method(D_METHOD("is_allow_transition_to_self"), &AnimationNodeStateMachine::is_allow_transition_to_self);
	ClassDB::bind_method(D_METHOD("set_reset_ends", "enable"), &AnimationNodeStateMachine::set_reset_ends);
	ClassDB::bind_method(D_METHOD("are_ends_reset"), &AnimationNodeStateMachine::are_ends_reset);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "state_machine_type", PROPERTY_HINT_ENUM, "Root,Nested,Grouped"), "set_state_machine_type", "get_state_machine_type");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_transition_to_self"), "set_allow_transition_to_self", "is_allow_transition_to_self");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reset_ends"), "set_reset_ends", "are_ends_reset");
	BIND_ENUM_CONSTANT(STATE_MACHINE_TYPE_ROOT);
	BIND_ENUM_CONSTANT(STATE_MACHINE_TYPE_NESTED);
	BIND_ENUM_CONSTANT(STATE_MACHINE_TYPE_GROUPED);
}
AnimationNodeStateMachine::AnimationNodeStateMachine() {
	Ref<AnimationNodeStartState> s;
	s.instantiate();
	State start;
	start.node = s;
	start.position = Vector2(200, 100);
	states[start_node] = start;
	Ref<AnimationNodeEndState> e;
	e.instantiate();
	State end;
	end.node = e;
	end.position = Vector2(900, 100);
	states[end_node] = end;
}