### 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)

continue;
			}
			if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) {
				continue; 
			}
			float distance = p_state_machine->states[p_state_machine->transitions[i].from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].to].position);
			distance *= p_state_machine->transitions[i].transition->get_priority();
			distance += cost_map[p_state_machine->transitions[i].from].distance;
			if (cost_map.has(p_state_machine->transitions[i].to)) {
				
				if (distance < cost_map[p_state_machine->transitions[i].to].distance) {
					cost_map[p_state_machine->transitions[i].to].distance = distance;
					cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from;
				}
			} else {
				
				AStarCost ac;
				ac.prev = p_state_machine->transitions[i].from;
				ac.distance = distance;
				cost_map[p_state_machine->transitions[i].to] = ac;
				open_list.push_back(i);
				if (p_state_machine->transitions[i].to == travel) {
					found_route = true;
					break;
				}
			}
		}
		if (found_route) {
			break;
		}