### 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)

pos_current = len_current - rem;
	
	_transition_to_next_recursive(tree, p_state_machine, p_test_only);
	
	double remain = rem; 
	if (p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) {
		
		if (!p_state_machine->has_transition_from(current)) {
			if (fading_from != StringName()) {
				remain = MAX(rem, fading_time - fading_pos);
			} else {
				remain = rem;
			}
			return remain;
		}
	}
	if (current == p_state_machine->end_node) {
		if (fading_from != StringName()) {
			remain = MAX(0, fading_time - fading_pos);
		} else {
			remain = 0;
		}
		return remain;
	}
	if (!is_end()) {
		return HUGE_LENGTH;
	}
	return remain;
}
bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only) {