### 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)

teleport_request = true;
				}
			} else {
				ERR_FAIL_V_MSG(0, "No such node: '" + temp_travel_request + "'");
			}
		}
	}
	if (teleport_request) {
		teleport_request = false;
		
		fading_from = StringName();
		fading_pos = 0;
		
		pos_current = 0; 
		len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, false, 0, AnimationNode::FILTER_IGNORE, true, true);
		
		_transition_to_next_recursive(tree, p_state_machine, p_test_only);
	}
	
	if (!p_state_machine->states.has(current)) {
		playing = false; 
		_set_current(p_state_machine, StringName());
		return 0;
	}
	
	bool is_start_of_group = false;
	bool is_end_of_group = false;
	if (!p_state_machine->are_ends_reset() || p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
		is_start_of_group = fading_from == p_state_machine->start_node;
		is_end_of_group = current == p_state_machine->end_node;