### 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)

double rem = _process(p_base_path, p_state_machine, p_time, p_seek, p_is_external_seeking, p_test_only);
	start_request = StringName();
	next_request = false;
	stop_request = false;
	reset_request_on_teleport = false;
	return rem;
}
double AnimationNodeStateMachinePlayback::_process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only) {
	_set_base_path(p_base_path);
	AnimationTree *tree = p_state_machine->state->tree;
	
	if (p_time == 0 && p_seek && !p_is_external_seeking) {
		if (p_state_machine->state_machine_type != AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED || is_end() || !playing) {
			
			if (p_state_machine->get_state_machine_type() != AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
				path.clear();
				_clear_path_children(tree, p_state_machine, p_test_only);
			}
			reset_request = true;
			_start(p_state_machine);
		} else {
			
			reset_request = true;
			teleport_request = true;