### 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 (animation->track_get_type(dst_track) != animation->track_get_type(sk.track)) {
				continue;
			}
			int existing_idx = animation->track_find_key(dst_track, dst_time, Animation::FIND_MODE_APPROX);
			undo_redo->add_do_method(animation.ptr(), "track_insert_key", dst_track, dst_time, animation->track_get_key_value(E->key().track, E->key().key), animation->track_get_key_transition(E->key().track, E->key().key));
			undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", dst_track, dst_time);
			Pair<int, float> p;
			p.first = dst_track;
			p.second = dst_time;
			new_selection_values.push_back(p);
			if (existing_idx != -1) {
				undo_redo->add_undo_method(animation.ptr(), "track_insert_key", dst_track, dst_time, animation->track_get_key_value(dst_track, existing_idx), animation->track_get_key_transition(dst_track, existing_idx));
			}
		}
		undo_redo->add_do_method(this, "_clear_selection_for_anim", animation);
		undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation);
		
		RBMap<SelectedKey, KeyInfo> new_selection;
		for (const Pair<int, float> &E : new_selection_values) {
			undo_redo->add_do_method(this, "_select_at_anim", animation, E.first, E.second);
		}
		for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
			undo_redo->add_undo_method(this, "_select_at_anim", animation, E->key().track, E->get().pos);
		}
		undo_redo->add_do_method(this, "_redraw_tracks");
		undo_redo->add_undo_method(this, "_redraw_tracks");
		undo_redo->commit_action();
	}
}
void AnimationTrackEditor::_edit_menu_about_to_popup() {