### 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 if (name.begins_with("args/")) {
						Vector<Variant> args = d_old["args"];
						int idx = name.get_slice("/", 1).to_int();
						ERR_FAIL_INDEX_V(idx, args.size(), false);
						String what = name.get_slice("/", 2);
						if (what == "type") {
							Variant::Type t = Variant::Type(int(p_value));
							if (t != args[idx].get_type()) {
								Callable::CallError err;
								if (Variant::can_convert(args[idx].get_type(), t)) {
									Variant old = args[idx];
									Variant *ptrs[1] = { &old };
									Variant::construct(t, args.write[idx], (const Variant **)ptrs, 1, err);
								} else {
									Variant::construct(t, args.write[idx], nullptr, 0, err);
								}
								change_notify_deserved = true;
								d_new["args"] = args;
							}
						} else if (what == "value") {
							Variant value = p_value;
							if (value.get_type() == Variant::NODE_PATH) {
								_fix_node_path(value, base_map[track]);
							}
							args.write[idx] = value;
							d_new["args"] = args;
							mergeable = true;
						}
					}
					Variant prev = animation->track_get_key_value(track, key);