### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3623) - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)

### Issue description

When setting the AnimationTree to active, Godot crashes.

### Steps to reproduce

https://github.com/godotengine/godot/assets/46705245/dbe5eb81-1357-43e8-ac80-a4eb97eea9fc

### Minimal reproduction project

[Crash.zip](https://github.com/godotengine/godot/files/11945826/Crash.zip)

}
	}
	return is_state_changed;
}
bool AnimationNodeStateMachinePlayback::_can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only) {
	if (p_next.node == StringName()) {
		return false;
	}
	if (next_request) {
		
		next_request = false;
		
		Ref<AnimationNodeStateMachine> anodesm = p_state_machine->find_node_by_path(current);
		if (anodesm.is_valid() && anodesm->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
			Ref<AnimationNodeStateMachinePlayback> playback = p_tree->get(base_path + current + "/playback");
			ERR_FAIL_COND_V(!playback.is_valid(), false);
			playback->_set_base_path(base_path + current + "/");
			if (p_test_only) {
				playback = playback->duplicate();
			}
			playback->_next_main();
			
			fading_from = StringName();
			fading_pos = 0;
		} else {
			return true;
		}
	}
	if (fading_from != StringName()) {
		return false;