### Godot version

4.0.2

### System information

Windows 10,Radeon RX 550/550 Series,23.3.2,Vulkan

### Issue description

After Switching to the animations tabs and pressing the key symbol because I wanted to know what it does, Godot crashes

### Steps to reproduce

Go into a project 
Switch to the Animations Tab, make sure no animation is active 
And then press on the key symbol

here is a video demonstrating the bug

https://user-images.githubusercontent.com/59411880/233839816-5489899e-828f-4ac9-9de3-7914f727f754.mp4



### Minimal reproduction project

The File
[package.zip](https://github.com/godotengine/godot/files/11303712/package.zip)

ClassDB::bind_method("_get_editor_data", &CanvasItemEditor::_get_editor_data);
	ClassDB::bind_method(D_METHOD("update_viewport"), &CanvasItemEditor::update_viewport);
	ClassDB::bind_method(D_METHOD("center_at", "position"), &CanvasItemEditor::center_at);
	ClassDB::bind_method("_set_owner_for_node_and_children", &CanvasItemEditor::_set_owner_for_node_and_children);
	ADD_SIGNAL(MethodInfo("item_lock_status_changed"));
	ADD_SIGNAL(MethodInfo("item_group_status_changed"));
}
Dictionary CanvasItemEditor::get_state() const {
	Dictionary state;
	// Take the editor scale into account.
	state["zoom"] = zoom / MAX(1, EDSCALE);
	state["ofs"] = view_offset;
	state["grid_offset"] = grid_offset;
	state["grid_step"] = grid_step;
	state["primary_grid_steps"] = primary_grid_steps;
	state["snap_rotation_offset"] = snap_rotation_offset;
	state["snap_rotation_step"] = snap_rotation_step;
	state["snap_scale_step"] = snap_scale_step;
	state["smart_snap_active"] = smart_snap_active;
	state["grid_snap_active"] = grid_snap_active;
	state["snap_node_parent"] = snap_node_parent;
	state["snap_node_anchors"] = snap_node_anchors;
	state["snap_node_sides"] = snap_node_sides;
	state["snap_node_center"] = snap_node_center;
	state["snap_other_nodes"] = snap_other_nodes;
	state["snap_guides"] = snap_guides;
	state["grid_visibility"] = grid_visibility;
	state["show_origin"] = show_origin;
	state["show_viewport"] = show_viewport;
	state["show_rulers"] = show_rulers;