### 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?)
String base = animation->get_path().substr(0, srpos);
			if (ResourceLoader::get_resource_type(base) == "PackedScene") {
				if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) {
					file_read_only = true;
				}
			} else {
				if (FileAccess::exists(base + ".import")) {
					file_read_only = true;
				}
			}
		}
	} else {
		if (FileAccess::exists(animation->get_path() + ".import")) {
			file_read_only = true;
		}
	}
	RBMap<String, VBoxContainer *> group_sort;
	bool use_grouping = !view_group->is_pressed();
	bool use_filter = selected_filter->is_pressed();
	for (int i = 0; i < animation->get_track_count(); i++) {
		AnimationTrackEdit *track_edit = nullptr;
		
		if (use_filter) {
			NodePath path = animation->track_get_path(i);
			if (root && root->has_node(path)) {
				Node *node = root->get_node(path);
				if (!node) {
					continue; 
				}
				if (!EditorNode::get_singleton()->get_editor_selection()->is_selected(node)) {