### 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?)
continue; 
				}
			}
		}
		if (animation->track_get_type(i) == Animation::TYPE_VALUE) {
			NodePath path = animation->track_get_path(i);
			if (root && root->has_node_and_resource(path)) {
				Ref<Resource> res;
				NodePath base_path;
				Vector<StringName> leftover_path;
				Node *node = root->get_node_and_resource(path, res, leftover_path, true);
				PropertyInfo pinfo = _find_hint_for_track(i, base_path);
				Object *object = node;
				if (res.is_valid()) {
					object = res.ptr();
				}
				if (object && !leftover_path.is_empty()) {
					if (pinfo.name.is_empty()) {
						pinfo.name = leftover_path[leftover_path.size() - 1];
					}
					for (int j = 0; j < track_edit_plugins.size(); j++) {
						track_edit = track_edit_plugins.write[j]->create_value_track_edit(object, pinfo.type, pinfo.name, pinfo.hint, pinfo.hint_string, pinfo.usage);
						if (track_edit) {
							break;
						}
					}
				}
			}
		}
		if (animation->track_get_type(i) == Animation::TYPE_AUDIO) {