### 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?)
for (int i = 0; i < args.size(); i++) {
						if (i > 0) {
							text += ", ";
						}
						text += args[i].get_construct_string();
					}
					text += ")\n";
				} break;
				case Animation::TYPE_BEZIER: {
					float h = animation->bezier_track_get_key_value(track, key_idx);
					text += TTR("Value:") + " " + rtos(h) + "\n";
					Vector2 ih = animation->bezier_track_get_key_in_handle(track, key_idx);
					text += TTR("In-Handle:") + " " + ih + "\n";
					Vector2 oh = animation->bezier_track_get_key_out_handle(track, key_idx);
					text += TTR("Out-Handle:") + " " + oh + "\n";
					int hm = animation->bezier_track_get_key_handle_mode(track, key_idx);
					switch (hm) {
						case Animation::HANDLE_MODE_FREE: {
							text += TTR("Handle mode: Free\n");
						} break;
						case Animation::HANDLE_MODE_LINEAR: {
							text += TTR("Handle mode: Linear\n");
						} break;
						case Animation::HANDLE_MODE_BALANCED: {
							text += TTR("Handle mode: Balanced\n");
						} break;
						case Animation::HANDLE_MODE_MIRRORED: {
							text += TTR("Handle mode: Mirrored\n");
						} break;
					}