### 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
List<String>::Element *E = tabs_to_close.front();
	if (!E) {
		if (_is_closing_editor()) {
			current_menu_option = tab_closing_menu_option;
			_menu_option_confirm(tab_closing_menu_option, true);
		} else {
			current_menu_option = -1;
			save_confirmation->hide();
		}
		return;
	}
	String scene_to_close = E->get();
	tabs_to_close.pop_front();
	int tab_idx = -1;
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		if (editor_data.get_scene_path(i) == scene_to_close) {
			tab_idx = i;
			break;
		}
	}
	ERR_FAIL_COND(tab_idx < 0);
	_scene_tab_closed(tab_idx);
}
bool EditorNode::_is_closing_editor() const {
	return tab_closing_menu_option == FILE_QUIT || tab_closing_menu_option == RUN_PROJECT_MANAGER || tab_closing_menu_option == RELOAD_CURRENT_PROJECT;
}
void EditorNode::_scene_tab_closed(int p_tab, int p_option) {