### 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->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_id.track_idx, time);
		int existing = animation->track_find_key(p_id.track_idx, time, Animation::FIND_MODE_APPROX);
		if (existing != -1) {
			Variant v = animation->track_get_key_value(p_id.track_idx, existing);
			float trans = animation->track_get_key_transition(p_id.track_idx, existing);
			undo_redo->add_undo_method(animation.ptr(), "track_insert_key", p_id.track_idx, time, v, trans);
		}
	}
	if (create_reset_track) {
		Animation *reset_anim = p_reset_anim.ptr();
		for (int i = 0; i < reset_anim->get_track_count(); i++) {
			if (reset_anim->track_get_path(i) == p_id.path) {
				create_reset_track = false;
				break;
			}
		}
		if (create_reset_track) {
			undo_redo->add_do_method(reset_anim, "add_track", p_id.type);
			undo_redo->add_do_method(reset_anim, "track_set_path", p_next_tracks.reset, p_id.path);
			if (p_id.type == Animation::TYPE_VALUE) {
				undo_redo->add_do_method(reset_anim, "value_track_set_update_mode", p_next_tracks.reset, update_mode);
			}
			undo_redo->add_do_method(reset_anim, "track_insert_key", p_next_tracks.reset, 0.0f, value);
			undo_redo->add_undo_method(reset_anim, "remove_track", reset_anim->get_track_count());
			p_next_tracks.reset++;
		}
	}
	return p_next_tracks;
}
void AnimationTrackEditor::show_select_node_warning(bool p_show) {