### 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)

Vector<int> ret;
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].from == p_from) {
			ret.push_back(i);
		}
	}
	return ret;
}
Vector<int> AnimationNodeStateMachine::find_transition_to(const StringName &p_to) const {
	Vector<int> ret;
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].to == p_to) {
			ret.push_back(i);
		}
	}
	return ret;
}
bool AnimationNodeStateMachine::_can_connect(const StringName &p_name) {
	if (states.has(p_name)) {
		return true;
	}
	String node_name = p_name;
	Vector<String> path = node_name.split("/");
	if (path.size() < 2) {
		return false;
	}
	return false;
}
void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {