Animation Tree is trying to travel to fake animations instead of changing states

Godot Version

4.3 stable

Question

I’m trying to get an animation tree working as a state machine and occasionally it just hallucinates an animation and gives me an error saying “get_frame_count: Animation ‘pinfjgce’ doesn’t exist.” with the animation name being seemingly random each time
I’m pretty sure the error happens whenever it’s in the “Fighting” state
Not sure what’s even causing the problem, so sorry if this overview doesn’t have enough (it’s also my second post on the forums so I’m not too sure about etiquette)

# States
func _process(_delta: float) -> void:
	if state == "Walking":
		state_machine.travel("Walking")
		position.x -= speed
		print("Walking")
	elif state == "Fighting":
		if attackReady:
			state_machine.travel("Foreswing")
			$"Attack Wait".start(atkRate)
			attackReady = false
			print("Fighting")
		else:
			state_machine.travel("Idle")
	if health <= (maxHealth/(knockbacks+1))*unused_knockbacks:
		state_machine.travel("Knockback")
		position.x += kb_distance
		unused_knockbacks -= 1
		print("Knockback")
	if health < 1:
		state = "Dying"
		await get_tree().create_timer(.5).timeout
		queue_free()