### 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 states.has(p_name);
}
void AnimationNodeStateMachine::remove_node(const StringName &p_name) {
	ERR_FAIL_COND(!states.has(p_name));
	if (!can_edit_node(p_name)) {
		return;
	}
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].from == p_name || transitions[i].to == p_name) {
			remove_transition_by_index(i);
			i--;
		}
	}
	{
		Ref<AnimationNode> node = states[p_name].node;
		ERR_FAIL_COND(node.is_null());
		node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
		node->disconnect("animation_node_renamed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_renamed));
		node->disconnect("animation_node_removed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_removed));
	}
	states.erase(p_name);
	emit_signal(SNAME("animation_node_removed"), get_instance_id(), p_name);
	emit_changed();
	emit_signal(SNAME("tree_changed"));
}
void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) {