### 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?)
undo_redo->create_action(TTR("Bake Animation as Linear keys."));
			int track_len = animation->get_track_count();
			bool b_trs = bake_trs->is_pressed();
			bool b_bs = bake_blendshape->is_pressed();
			bool b_v = bake_value->is_pressed();
			double anim_len = animation->get_length() + CMP_EPSILON; 
			float fps = bake_fps->get_value();
			double dur_step = 1.0 / fps;
			for (int i = 0; i < track_len; i++) {
				bool do_bake = false;
				Animation::TrackType type = animation->track_get_type(i);
				do_bake |= b_trs && (type == Animation::TYPE_POSITION_3D || type == Animation::TYPE_ROTATION_3D || type == Animation::TYPE_SCALE_3D);
				do_bake |= b_bs && type == Animation::TYPE_BLEND_SHAPE;
				do_bake |= b_v && type == Animation::TYPE_VALUE;
				if (do_bake && !animation->track_is_compressed(i)) {
					Animation::InterpolationType it = animation->track_get_interpolation_type(i);
					if (it == Animation::INTERPOLATION_NEAREST) {
						continue; 
					}
					
					bool is_using_angle = it == Animation::INTERPOLATION_LINEAR_ANGLE || it == Animation::INTERPOLATION_CUBIC_ANGLE;
					
					Vector<Pair<real_t, Variant>> insert_queue_new;
					switch (type) {
						case Animation::TYPE_POSITION_3D: {
							for (double delta_t = 0.0; delta_t <= anim_len; delta_t += dur_step) {
								Pair<real_t, Variant> keydata;
								keydata.first = delta_t;
								Vector3 v;
								animation->position_track_interpolate(i, delta_t, &v);