### 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
Node *old_edited_scene_root = get_editor_data().get_edited_scene_root();
	if (old_edited_scene_root) {
		if (old_edited_scene_root->get_parent() == scene_root) {
			scene_root->remove_child(old_edited_scene_root);
		}
		old_edited_scene_root->disconnect(SNAME("replacing_by"), callable_mp(this, &EditorNode::set_edited_scene));
	}
	get_editor_data().set_edited_scene_root(p_scene);
	if (Object::cast_to<Popup>(p_scene)) {
		Object::cast_to<Popup>(p_scene)->show();
	}
	SceneTreeDock::get_singleton()->set_edited_scene(p_scene);
	if (get_tree()) {
		get_tree()->set_edited_scene_root(p_scene);
	}
	if (p_scene) {
		if (p_scene->get_parent() != scene_root) {
			scene_root->add_child(p_scene, true);
		}
		p_scene->connect(SNAME("replacing_by"), callable_mp(this, &EditorNode::set_edited_scene));
	}
}
int EditorNode::_get_current_main_editor() {