### 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
InspectorDock::get_singleton()->edit_resource(p_resource);
}
void EditorNode::save_resource_in_path(const Ref<Resource> &p_resource, const String &p_path) {
	editor_data.apply_changes_in_editors();
	if (saving_resources_in_path.has(p_resource)) {
		return;
	}
	saving_resources_in_path.insert(p_resource);
	int flg = 0;
	if (EDITOR_GET("filesystem/on_save/compress_binary_resources")) {
		flg |= ResourceSaver::FLAG_COMPRESS;
	}
	String path = ProjectSettings::get_singleton()->localize_path(p_path);
	Error err = ResourceSaver::save(p_resource, path, flg | ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
	if (err != OK) {
		if (ResourceLoader::is_imported(p_resource->get_path())) {
			show_accept(TTR("Imported resources can't be saved."), TTR("OK"));
		} else {
			show_accept(TTR("Error saving resource!"), TTR("OK"));
		}
		saving_resources_in_path.erase(p_resource);
		return;
	}
	((Resource *)p_resource.ptr())->set_path(path);
	saving_resources_in_path.erase(p_resource);
	_resource_saved(p_resource, path);
	emit_signal(SNAME("resource_saved"), p_resource);
	editor_data.notify_resource_saved(p_resource);
}
void EditorNode::save_resource(const Ref<Resource> &p_resource) {