### Godot version

v4.1.stable.official [970459615]

### System information

MacOS Big Sure 11.3

### Issue description

I got a bug report on my project and then did a deeper analysis to find the rootcause of Godot crashing on exit.
https://github.com/MikeSchulze/gdUnit4/issues/225

short story
- i removed all classes and resources step by step but still crashs at Godot exit
- finally i find out a simple print statement in the `func _exit_tree():` let the editor crash at exit.


### Steps to reproduce

Step one
- Create a new Project
- Create a new plugin over the editor provided plugin creation tool
- activate and exit ... works

Step two
- open the `plugin.gd` and add a print statement to `func _exit_tree():`

```
@tool
extends EditorPlugin


func _enter_tree():
	# Initialization of the plugin goes here.
	pass


func _exit_tree():
	prints("_exit_tree")
	# Clean-up of the plugin goes here.
	pass

```

- close/restart the editor is crashing at exit


### Minimal reproduction project

n/a
for (FileDialog *E : file_dialogs) {
		E->invalidate();
	}
	for (EditorFileDialog *E : editor_file_dialogs) {
		E->invalidate();
	}
	_mark_unsaved_scenes();
	
	String export_error;
	Error err = OK;
	if (!export_defer.preset.is_empty() && !EditorFileSystem::get_singleton()->is_scanning()) {
		String preset_name = export_defer.preset;
		
		
		export_defer.preset = "";
		Ref<EditorExportPreset> export_preset;
		for (int i = 0; i < EditorExport::get_singleton()->get_export_preset_count(); ++i) {
			export_preset = EditorExport::get_singleton()->get_export_preset(i);
			if (export_preset->get_name() == preset_name) {
				break;
			}
			export_preset.unref();