### 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 transitions.size();
}
void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) {
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].from == p_from && transitions[i].to == p_to) {
			remove_transition_by_index(i);
			return;
		}
	}
}
void AnimationNodeStateMachine::remove_transition_by_index(const int p_transition) {
	ERR_FAIL_INDEX(p_transition, transitions.size());
	Transition tr = transitions[p_transition];
	transitions.write[p_transition].transition->disconnect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
	transitions.remove_at(p_transition);
	Vector<String> path_from = String(tr.from).split("/");
	Vector<String> path_to = String(tr.to).split("/");
	List<Vector<String>> paths;
	paths.push_back(path_from);
	paths.push_back(path_to);
}
void AnimationNodeStateMachine::_remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition) {