### 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)

#include "animation_node_state_machine.h"
#include "scene/main/window.h"
void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
	switch_mode = p_mode;
}
AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
	return switch_mode;
}
void AnimationNodeStateMachineTransition::set_advance_mode(AdvanceMode p_mode) {
	advance_mode = p_mode;
}
AnimationNodeStateMachineTransition::AdvanceMode AnimationNodeStateMachineTransition::get_advance_mode() const {
	return advance_mode;
}
void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) {
	String cs = p_condition;
	ERR_FAIL_COND(cs.contains("/") || cs.contains(":"));
	advance_condition = p_condition;
	if (!cs.is_empty()) {
		advance_condition_name = "conditions/" + cs;
	} else {
		advance_condition_name = StringName();
	}
	emit_signal(SNAME("advance_condition_changed"));
}
StringName AnimationNodeStateMachineTransition::get_advance_condition() const {