### Godot version

4.0.dev (c309de53997feff3286295fb2d71657f112a15db)

### System information

Linux, Nvidia, Vulkan

### Issue description

Editor segfaults when certain conditions are met when using the AnimationPlayer editor.

### Steps to reproduce

1. Create multiple animations, saved into a animation collection
2. Open an existing animation, then make a new empty animation
3. Change from seconds to fps, or add a new property to animate ()
4. Editor crashes

NOTE: It is slightly random and I have not found a perfect repro

### Minimal reproduction project

N/A (TBD?)
}
			} else {
				_cleanup_animation(animation);
			}
		} break;
	}
}
void AnimationTrackEditor::_cleanup_animation(Ref<Animation> p_animation) {
	for (int i = 0; i < p_animation->get_track_count(); i++) {
		bool prop_exists = false;
		Variant::Type valid_type = Variant::NIL;
		Object *obj = nullptr;
		Ref<Resource> res;
		Vector<StringName> leftover_path;
		Node *node = root->get_node_and_resource(p_animation->track_get_path(i), res, leftover_path);
		if (res.is_valid()) {
			obj = res.ptr();
		} else if (node) {
			obj = node;
		}
		if (obj && p_animation->track_get_type(i) == Animation::TYPE_VALUE) {
			valid_type = obj->get_static_property_type_indexed(leftover_path, &prop_exists);
		}
		if (!obj && cleanup_tracks->is_pressed()) {
			p_animation->remove_track(i);
			i--;
			continue;
		}
		if (!prop_exists || p_animation->track_get_type(i) != Animation::TYPE_VALUE || !cleanup_keys->is_pressed()) {
			continue;