### 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)

pi.is_external_seeking = false;
			pi.weight = 0;
			p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true);
		}
		
		double rem = 0.0;
		pi.time = 0;
		pi.is_external_seeking = false;
		pi.weight = 0;
		if (next.is_reset) {
			pi.seeked = true;
			len_current = p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true, true); 
			rem = len_current;
		} else {
			pi.seeked = false;
			rem = p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true, true); 
		}
		
		if (rem > len_current) { 
			len_current = rem;
		}
		pos_current = len_current - rem;
		
		if (fading_time) {
			break;
		}
	}
	return is_state_changed;
}
bool AnimationNodeStateMachinePlayback::_can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only) {