Godot 4.6 animationtree discrete vs capture help

Godot Version

4.6

Question

How can i make discrete animation blending through the animation tree not have the next animation start at the frame the previous one left off at

In 4.2 if i set it to discrete, the next animation would start at frame 0

But now in 4.6 if i do that, the next animation starts at the same frame the previous one was at

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