### 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)

ERR_FAIL_COND(p_xfade < 0);
	xfade_time = p_xfade;
	emit_changed();
}
float AnimationNodeStateMachineTransition::get_xfade_time() const {
	return xfade_time;
}
void AnimationNodeStateMachineTransition::set_xfade_curve(const Ref<Curve> &p_curve) {
	xfade_curve = p_curve;
}
Ref<Curve> AnimationNodeStateMachineTransition::get_xfade_curve() const {
	return xfade_curve;
}
void AnimationNodeStateMachineTransition::set_reset(bool p_reset) {
	reset = p_reset;
	emit_changed();
}
bool AnimationNodeStateMachineTransition::is_reset() const {
	return reset;
}
void AnimationNodeStateMachineTransition::set_priority(int p_priority) {
	priority = p_priority;
	emit_changed();
}
int AnimationNodeStateMachineTransition::get_priority() const {
	return priority;
}
void AnimationNodeStateMachineTransition::_bind_methods() {