### 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 (waiting_for_first_scan) {
		waiting_for_first_scan = false;
		OS::get_singleton()->benchmark_end_measure("editor_scan_and_import");
		
		
		RenderingServer::get_singleton()->global_shader_parameters_load_settings(true);
		
		if (!singleton->cmdline_export_mode) {
			EditorResourcePreview::get_singleton()->start();
		}
		_load_editor_layout();
		if (!defer_load_scene.is_empty()) {
			OS::get_singleton()->benchmark_begin_measure("editor_load_scene");
			load_scene(defer_load_scene);
			defer_load_scene = "";
			OS::get_singleton()->benchmark_end_measure("editor_load_scene");
			OS::get_singleton()->benchmark_dump();
		}
	}
}
void EditorNode::_scan_external_changes() {