### Godot version

v4.1.beta2.official [a2575cba4]

### System information

Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3141) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

With the latest 4.1.beta2 static variables will now raise an error in console and log. No crash, only a error:
```
USER ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
```
I don't know if pull #78138 has anything to do with it?

Anyway, if `static` keyword will removed, the error is gone.

### Steps to reproduce

Pretty simple:

Make a new scene, attach a new script and copy/paste this:

```GDScript
extends Node2D

static var my_static_int: int = 0

func _ready() -> void:
	pass
```

Run scene and close it.

### Minimal reproduction project

N/A
pinfo.name = d["name"];
					ERR_CONTINUE(pinfo.name.is_empty());
					if (d.has("hint")) {
						pinfo.hint = PropertyHint(d["hint"].operator int());
					}
					if (d.has("hint_string")) {
						pinfo.hint_string = d["hint_string"];
					}
					if (d.has("usage")) {
						pinfo.usage = d["usage"];
					}
					if (d.has("class_name")) {
						pinfo.class_name = d["class_name"];
					}
					props.push_back(pinfo);
				}
			}
		}
		
		Vector<_GDScriptMemberSort> msort;
		for (const KeyValue<StringName, PropertyInfo> &F : sptr->member_info) {
			_GDScriptMemberSort ms;
			ERR_CONTINUE(!sptr->member_indices.has(F.key));
			ms.index = sptr->member_indices[F.key].index;
			ms.name = F.key;
			msort.push_back(ms);
		}
		msort.sort();
		msort.reverse();
		for (int i = 0; i < msort.size(); i++) {