### 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?)
float zv = zoom->get_max() - zoom->get_value();
	if (zv < 1) {
		zv = 1.0 - zv;
		return Math::pow(1.0f + zv, 8.0f) * 100;
	} else {
		return 1.0 / Math::pow(zv, 8.0f) * 100;
	}
}
void AnimationTimelineEdit::_anim_length_changed(double p_new_len) {
	if (editing) {
		return;
	}
	p_new_len = MAX(0.0001, p_new_len);
	if (use_fps && animation->get_step() > 0) {
		p_new_len *= animation->get_step();
	}
	editing = true;
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Change Animation Length"), UndoRedo::MERGE_ENDS);
	undo_redo->add_do_method(animation.ptr(), "set_length", p_new_len);
	undo_redo->add_undo_method(animation.ptr(), "set_length", animation->get_length());
	undo_redo->commit_action();
	editing = false;
	queue_redraw();
	emit_signal(SNAME("length_changed"), p_new_len);
}
void AnimationTimelineEdit::_anim_loop_pressed() {