### 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
ERR_FAIL_NULL(p_editing_owner);
	if (p_object && _is_class_editor_disabled_by_feature_profile(p_object->get_class())) {
		return;
	}
	Vector<EditorPlugin *> item_plugins;
	if (p_object) {
		item_plugins = editor_data.get_subeditors(p_object);
	}
	if (!item_plugins.is_empty()) {
		ObjectID owner_id = p_editing_owner->get_instance_id();
		List<EditorPlugin *> to_remove;
		for (EditorPlugin *plugin : active_plugins[owner_id]) {
			if (!item_plugins.has(plugin)) {
				
				to_remove.push_back(plugin);
				_plugin_over_edit(plugin, nullptr);
			}
		}
		for (EditorPlugin *plugin : to_remove) {
			active_plugins[owner_id].erase(plugin);