### 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)

}
	
	float fade_blend = 1.0;
	if (fading_time && fading_from != StringName()) {
		if (!p_state_machine->states.has(fading_from)) {
			fading_from = StringName();
		} else {
			if (!p_seek) {
				fading_pos += p_time;
			}
			fade_blend = MIN(1.0, fading_pos / fading_time);
		}
	}
	if (current_curve.is_valid()) {
		fade_blend = current_curve->sample(fade_blend);
	}
	fade_blend = Math::is_zero_approx(fade_blend) ? CMP_EPSILON : fade_blend;
	if (is_start_of_group) {
		fade_blend = 1.0;
	} else if (is_end_of_group) {
		fade_blend = 0.0;
	}
	
	double rem = 0.0;
	if (reset_request) {
		reset_request = false;
		len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, fade_blend, AnimationNode::FILTER_IGNORE, true, p_test_only);
		rem = len_current;
	} else {
		rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, p_is_external_seeking, fade_blend, AnimationNode::FILTER_IGNORE, true, p_test_only);