### 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?)
if (!read_only) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Change Animation Loop"));
		switch (animation->get_loop_mode()) {
			case Animation::LOOP_NONE: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_LINEAR);
			} break;
			case Animation::LOOP_LINEAR: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_PINGPONG);
			} break;
			case Animation::LOOP_PINGPONG: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_NONE);
			} break;
			default:
				break;
		}
		undo_redo->add_do_method(this, "update_values");
		undo_redo->add_undo_method(animation.ptr(), "set_loop_mode", animation->get_loop_mode());
		undo_redo->add_undo_method(this, "update_values");
		undo_redo->commit_action();
	} else {
		String base_path = animation->get_path();
		if (FileAccess::exists(base_path + ".import")) {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation instanced from imported scene."));
		} else {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation embedded in another scene."));
		}
		update_values();
	}
}