### 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
String first = p_qualified_name.get_slice("::", 0);
	Vector<String> class_names;
	GDScript *result = nullptr;
	
	if (first.is_empty() || first == name) {
		class_names = p_qualified_name.split("::");
		result = this;
	} else if (p_qualified_name.begins_with(get_root_script()->path)) {
		
		class_names = p_qualified_name.trim_prefix(get_root_script()->path).split("::");
		result = get_root_script();
	} else if (HashMap<StringName, Ref<GDScript>>::Iterator E = subclasses.find(first)) {
		class_names = p_qualified_name.split("::");
		result = E->value.ptr();
	} else if (_owner != nullptr) {
		
		return _owner->find_class(p_qualified_name);