### 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)

NextInfo next;
	if (path.size()) {
		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
			Ref<AnimationNodeStateMachine> anodesm = p_state_machine;
			bool bypass = false;
			Ref<AnimationNodeStateMachineTransition> ref_transition = _check_group_transition(p_tree, p_state_machine, p_state_machine->transitions[i], anodesm, bypass);
			if (ref_transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_DISABLED) {
				continue;
			}
			if (p_state_machine->transitions[i].from == current && p_state_machine->transitions[i].to == path[0]) {
				next.node = path[0];
				next.xfade = ref_transition->get_xfade_time();
				next.curve = ref_transition->get_xfade_curve();
				next.switch_mode = ref_transition->get_switch_mode();
				next.is_reset = ref_transition->is_reset();
			}
		}
	} else {