### 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?)
case Animation::TYPE_ANIMATION: {
			String animations;
			if (root_path && root_path->has_node(animation->track_get_path(track))) {
				AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(root_path->get_node(animation->track_get_path(track)));
				if (ap) {
					List<StringName> anims;
					ap->get_animation_list(&anims);
					for (const StringName &E : anims) {
						if (!animations.is_empty()) {
							animations += ",";
						}
						animations += String(E);
					}
				}
			}
			if (!animations.is_empty()) {
				animations += ",";
			}
			animations += "[stop]";
			p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("animation"), PROPERTY_HINT_ENUM, animations));
		} break;
	}
	if (animation->track_get_type(track) == Animation::TYPE_VALUE) {
		p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("easing"), PROPERTY_HINT_EXP_EASING));
	}
}
void AnimationTrackKeyEdit::notify_change() {
	notify_property_list_changed();
}
Node *AnimationTrackKeyEdit::get_root_path() {