### 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)

ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
	ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
	ClassDB::bind_method(D_METHOD("set_state_machine_type", "state_machine_type"), &AnimationNodeStateMachine::set_state_machine_type);
	ClassDB::bind_method(D_METHOD("get_state_machine_type"), &AnimationNodeStateMachine::get_state_machine_type);
	ClassDB::bind_method(D_METHOD("set_allow_transition_to_self", "enable"), &AnimationNodeStateMachine::set_allow_transition_to_self);
	ClassDB::bind_method(D_METHOD("is_allow_transition_to_self"), &AnimationNodeStateMachine::is_allow_transition_to_self);
	ClassDB::bind_method(D_METHOD("set_reset_ends", "enable"), &AnimationNodeStateMachine::set_reset_ends);
	ClassDB::bind_method(D_METHOD("are_ends_reset"), &AnimationNodeStateMachine::are_ends_reset);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "state_machine_type", PROPERTY_HINT_ENUM, "Root,Nested,Grouped"), "set_state_machine_type", "get_state_machine_type");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_transition_to_self"), "set_allow_transition_to_self", "is_allow_transition_to_self");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reset_ends"), "set_reset_ends", "are_ends_reset");
	BIND_ENUM_CONSTANT(STATE_MACHINE_TYPE_ROOT);
	BIND_ENUM_CONSTANT(STATE_MACHINE_TYPE_NESTED);
	BIND_ENUM_CONSTANT(STATE_MACHINE_TYPE_GROUPED);
}
AnimationNodeStateMachine::AnimationNodeStateMachine() {
	Ref<AnimationNodeStartState> s;
	s.instantiate();
	State start;
	start.node = s;
	start.position = Vector2(200, 100);
	states[start_node] = start;
	Ref<AnimationNodeEndState> e;
	e.instantiate();
	State end;
	end.node = e;
	end.position = Vector2(900, 100);
	states[end_node] = end;
}