### 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)

} else {
			if (!p_seek) {
				fading_pos += p_time;
			}
			fade_blend = MIN(1.0, fading_pos / fading_time);
		}
	}
	if (current_curve.is_valid()) {
		fade_blend = current_curve->sample(fade_blend);
	}
	fade_blend = Math::is_zero_approx(fade_blend) ? CMP_EPSILON : fade_blend;
	if (is_start_of_group) {
		fade_blend = 1.0;
	} else if (is_end_of_group) {
		fade_blend = 0.0;
	}
	
	double rem = 0.0;
	pi = p_playback_info;
	pi.weight = fade_blend;
	if (reset_request) {
		reset_request = false;
		pi.time = 0;
		pi.seeked = true;
		len_current = p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true, p_test_only);
		rem = len_current;
	} else {
		rem = p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true, p_test_only); 
	}