### 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
editor_data.move_edited_scene_to_index(idx_to);
	_update_scene_tabs();
}
void EditorNode::_thumbnail_done(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, const Variant &p_udata) {
	int p_tab = p_udata.operator signed int();
	if (p_preview.is_valid()) {
		Rect2 rect = scene_tabs->get_tab_rect(p_tab);
		rect.position += scene_tabs->get_global_position();
		tab_preview->set_texture(p_preview);
		tab_preview_panel->set_position(rect.position + Vector2(0, rect.size.height));
		tab_preview_panel->show();
	}
}
void EditorNode::_scene_tab_changed(int p_tab) {