### 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
String scene_file_path = p_node->get_scene_file_path();
	
	if (p_node->get_scene_file_path() == p_instance_path) {
		p_instance_list.push_back(p_node);
	} else {
		Node *current_node = p_node;
		Ref<SceneState> inherited_state = current_node->get_scene_inherited_state();
		while (inherited_state.is_valid()) {
			String inherited_path = inherited_state->get_path();
			if (inherited_path == p_instance_path) {
				p_instance_list.push_back(p_node);
				break;
			}
			inherited_state = inherited_state->get_base_scene_state();
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		find_all_instances_inheriting_path_in_node(p_root, child, p_instance_path, p_instance_list);
	}
}
void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_instance_path) {
	int original_edited_scene_idx = editor_data.get_edited_scene();
	HashMap<int, List<Node *>> edited_scene_map;
	
	
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		if (editor_data.get_scene_path(i) != p_instance_path) {