### 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)

case FILTER_PASS: {
				// 
				for (int i = 0; i < blend_count; i++) {
					if (blendw[i] == 0) { // 
						continue;
					}
					blendw[i] = blendr[i] * p_playback_info.weight;
					if (!Math::is_zero_approx(blendw[i])) {
						any_valid = true;
					}
				}
			} break;
			case FILTER_STOP: {
				// 
				for (int i = 0; i < blend_count; i++) {
					if (blendw[i] > 0) { // 
						continue;
					}
					blendw[i] = blendr[i] * p_playback_info.weight;
					if (!Math::is_zero_approx(blendw[i])) {
						any_valid = true;
					}
				}
			} break;
			case FILTER_BLEND: {
				// 
				for (int i = 0; i < blend_count; i++) {
					if (blendw[i] == 1.0) {
						blendw[i] = blendr[i] * p_playback_info.weight; // 
					} else {