### 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)

child_info.is_reset = is_deepest_state ? reset_request_on_teleport : false;
			playback->_travel_main(temp_path[i], child_info.is_reset);
			if (playback->_make_travel_path(p_tree, anodesm.ptr(), is_deepest_state ? p_is_allow_transition_to_self : false, child_info.path, p_test_only)) {
				found_route &= child_found_route;
			} else {
				child_info.path.push_back(temp_path[i]);
				found_route = false;
			}
			children.push_back(child_info);
		}
		reset_request_on_teleport = false;
	}
	if (found_route) {
		for (int i = 0; i < children.size(); i++) {
			children.write[i].playback->clear_path();
			for (int j = 0; j < children[i].path.size(); j++) {
				children.write[i].playback->push_path(children[i].path[j]);
			}
		}
	} else {
		for (int i = 0; i < children.size(); i++) {
			children.write[i].playback->_travel_main(StringName(), children[i].is_reset); 
			if (children[i].path.size()) {
				children.write[i].playback->_start_main(children[i].path[children[i].path.size() - 1], children[i].is_reset);
			}
		}
	}
	return found_route;
}
void AnimationNodeStateMachinePlayback::_start(AnimationNodeStateMachine *p_state_machine) {