### 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?)
case EDIT_SCALE_FROM_CURSOR: {
			scale_dialog->popup_centered(Size2(200, 100) * EDSCALE);
		} break;
		case EDIT_SCALE_CONFIRM: {
			if (selection.is_empty()) {
				return;
			}
			float from_t = 1e20;
			float to_t = -1e20;
			float len = -1e20;
			float pivot = 0;
			for (const KeyValue<SelectedKey, KeyInfo> &E : selection) {
				float t = animation->track_get_key_time(E.key.track, E.key.key);
				if (t < from_t) {
					from_t = t;
				}
				if (t > to_t) {
					to_t = t;
				}
			}
			len = to_t - from_t;
			if (last_menu_track_opt == EDIT_SCALE_FROM_CURSOR) {
				pivot = timeline->get_play_position();
			} else {
				pivot = from_t;
			}
			float s = scale->get_value();
			ERR_FAIL_COND_MSG(s == 0, "Can't scale to 0.");
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Animation Scale Keys"));