### 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
unr.size -= Vector2(4, 7);
	dock_select->draw_rect(unr, unusable);
	dock_tab_move_left->set_disabled(true);
	dock_tab_move_right->set_disabled(true);
	if (dock_popup_selected_idx != -1 && dock_slot[dock_popup_selected_idx]->get_tab_count()) {
		dock_tab_move_left->set_disabled(dock_slot[dock_popup_selected_idx]->get_current_tab() == 0);
		dock_tab_move_right->set_disabled(dock_slot[dock_popup_selected_idx]->get_current_tab() >= dock_slot[dock_popup_selected_idx]->get_tab_count() - 1);
	}
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		Vector2 ofs;
		switch (i) {
			case DOCK_SLOT_LEFT_UL: {
			} break;
			case DOCK_SLOT_LEFT_BL: {
				ofs.y += s.y;
			} break;
			case DOCK_SLOT_LEFT_UR: {
				ofs.x += s.x;
			} break;
			case DOCK_SLOT_LEFT_BR: {
				ofs += s;
			} break;
			case DOCK_SLOT_RIGHT_UL: {
				ofs.x += s.x * 4;
			} break;
			case DOCK_SLOT_RIGHT_BL: {
				ofs.x += s.x * 4;
				ofs.y += s.y;
			} break;
			case DOCK_SLOT_RIGHT_UR: {