### 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
if (!p_object) {
		InspectorDock::get_inspector_singleton()->edit(nullptr);
		NodeDock::get_singleton()->set_node(nullptr);
		SceneTreeDock::get_singleton()->set_selected(nullptr);
		InspectorDock::get_singleton()->update(nullptr);
		hide_unused_editors();
		return;
	}
	ObjectID id = p_object->get_instance_id();
	if (id != editor_history.get_current()) {
		if (p_inspector_only) {
			editor_history.add_object(id, String(), true);
		} else if (p_property.is_empty()) {
			editor_history.add_object(id);
		} else {
			editor_history.add_object(id, p_property);
		}
	}
	_edit_current();
}
void EditorNode::save_default_environment() {
	Ref<Environment> fallback = get_tree()->get_root()->get_world_3d()->get_fallback_environment();
	if (fallback.is_valid() && fallback->get_path().is_resource_file()) {
		HashMap<Ref<Resource>, bool> processed;
		_find_and_save_edited_subresources(fallback.ptr(), processed, 0);
		save_resource_in_path(fallback, fallback->get_path());
	}
}
void EditorNode::hide_unused_editors(const Object *p_editing_owner) {