### 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)

ERR_FAIL_COND(!states.has(p_name));
	ERR_FAIL_COND(states.has(p_new_name));
	ERR_FAIL_COND(!can_edit_node(p_name));
	states[p_new_name] = states[p_name];
	states.erase(p_name);
	_rename_transitions(p_name, p_new_name);
	emit_signal(SNAME("animation_node_renamed"), get_instance_id(), p_name, p_new_name);
	emit_changed();
	emit_signal(SNAME("tree_changed"));
}
void AnimationNodeStateMachine::_rename_transitions(const StringName &p_name, const StringName &p_new_name) {
	if (updating_transitions) {
		return;
	}
	updating_transitions = true;
	for (int i = 0; i < transitions.size(); i++) {
		if (transitions[i].from == p_name) {
			transitions.write[i].from = p_new_name;
		}
		if (transitions[i].to == p_name) {
			transitions.write[i].to = p_new_name;
		}
	}
	updating_transitions = false;
}
void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {