### 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 (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_NULL_V(tree_base, 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::clear_path() {