### 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
disk_changed_list->clear();
	TreeItem *r = disk_changed_list->create_item();
	disk_changed_list->set_hide_root(true);
	bool need_reload = false;
	
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
		if (editor_data.get_scene_path(i) == "" || !da->file_exists(editor_data.get_scene_path(i))) {
			continue;
		}
		uint64_t last_date = editor_data.get_scene_modified_time(i);
		uint64_t date = FileAccess::get_modified_time(editor_data.get_scene_path(i));
		if (date > last_date) {
			TreeItem *ti = disk_changed_list->create_item(r);
			ti->set_text(0, editor_data.get_scene_path(i).get_file());
			need_reload = true;
		}
	}
	String project_settings_path = ProjectSettings::get_singleton()->get_resource_path().path_join("project.godot");
	if (FileAccess::get_modified_time(project_settings_path) > ProjectSettings::get_singleton()->get_last_saved_time()) {
		TreeItem *ti = disk_changed_list->create_item(r);
		ti->set_text(0, "project.godot");
		need_reload = true;
	}
	if (need_reload) {
		disk_changed->call_deferred(SNAME("popup_centered_ratio"), 0.3);
	}
}
void EditorNode::_resave_scenes(String p_str) {