### 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)

return advance_condition;
}
StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const {
	return advance_condition_name;
}
void AnimationNodeStateMachineTransition::set_advance_expression(const String &p_expression) {
	advance_expression = p_expression;
	String advance_expression_stripped = advance_expression.strip_edges();
	if (advance_expression_stripped == String()) {
		expression.unref();
		return;
	}
	if (expression.is_null()) {
		expression.instantiate();
	}
	expression->parse(advance_expression_stripped);
}
String AnimationNodeStateMachineTransition::get_advance_expression() const {
	return advance_expression;
}
void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {