### 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_tree_root", "animation_node"), &AnimationTree::set_root_animation_node);
	ClassDB::bind_method(D_METHOD("get_tree_root"), &AnimationTree::get_root_animation_node);
	ClassDB::bind_method(D_METHOD("set_advance_expression_base_node", "path"), &AnimationTree::set_advance_expression_base_node);
	ClassDB::bind_method(D_METHOD("get_advance_expression_base_node"), &AnimationTree::get_advance_expression_base_node);
	ClassDB::bind_method(D_METHOD("set_animation_player", "path"), &AnimationTree::set_animation_player);
	ClassDB::bind_method(D_METHOD("get_animation_player"), &AnimationTree::get_animation_player);
	ClassDB::bind_method(D_METHOD("_update_properties"), &AnimationTree::_update_properties);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tree_root", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode"), "set_tree_root", "get_tree_root");
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "advance_expression_base_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node"), "set_advance_expression_base_node", "get_advance_expression_base_node");
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "anim_player", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationPlayer"), "set_animation_player", "get_animation_player");
#ifdef 
	ADD_SIGNAL(MethodInfo(SNAME("animation_player_changed")));
#endif // 
}
AnimationTree::AnimationTree() {
	deterministic = true;
}
AnimationTree::~AnimationTree() {
}