### 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 (dragging_hsize || hsize_rect.has_point(p_pos)) {
		
		return Control::CURSOR_HSIZE;
	} else {
		return get_default_cursor_shape();
	}
}
void AnimationTimelineEdit::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
	set_value(get_value() - p_scroll_vec.x / get_zoom_scale());
}
void AnimationTimelineEdit::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
	double current_zoom_value = get_zoom()->get_value();
	get_zoom()->set_value(MAX(0.01, current_zoom_value * p_zoom_factor));
}
void AnimationTimelineEdit::set_use_fps(bool p_use_fps) {
	use_fps = p_use_fps;
	queue_redraw();
}
bool AnimationTimelineEdit::is_using_fps() const {
	return use_fps;
}
void AnimationTimelineEdit::set_hscroll(HScrollBar *p_hscroll) {