### 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)

_reset_request_for_fading_from = false;
	bool is_state_changed = false;
	NextInfo next;
	StringName transition_start = current;
	while (true) {
		next = _find_next(p_tree, p_state_machine);
		if (next.node == transition_start) {
			is_state_changed = false;
			break; 
		}
		if (!_can_transition_to_next(p_tree, p_state_machine, next, p_test_only)) {
			break; 
		}
		is_state_changed = true;
		
		if (next.xfade) {
			
			fading_from = current;
			fading_time = next.xfade;
			fading_pos = 0;
		} else {
			if (reset_request) {
				
				p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, false, 0, AnimationNode::FILTER_IGNORE, true, p_test_only);
			}
			fading_from = StringName();
			fading_time = 0;
			fading_pos = 0;
		}