### 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)

stop_request = true;
}
bool AnimationNodeStateMachinePlayback::is_playing() const {
	return playing;
}
bool AnimationNodeStateMachinePlayback::is_end() const {
	return current == "End" && fading_from == StringName();
}
StringName AnimationNodeStateMachinePlayback::get_current_node() const {
	return current;
}
StringName AnimationNodeStateMachinePlayback::get_fading_from_node() const {
	return fading_from;
}
Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const {
	return path;
}
TypedArray<StringName> AnimationNodeStateMachinePlayback::_get_travel_path() const {
	return Variant(get_travel_path()).operator Array();
}
float AnimationNodeStateMachinePlayback::get_current_play_pos() const {
	return pos_current;
}
float AnimationNodeStateMachinePlayback::get_current_length() const {
	return len_current;
}
float AnimationNodeStateMachinePlayback::get_fade_from_play_pos() const {
	return pos_fade_from;
}
float AnimationNodeStateMachinePlayback::get_fade_from_length() const {