### 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
switch (current_menu_option) {
		case FILE_NEW_INHERITED_SCENE: {
			Node *scene = editor_data.get_edited_scene_root();
			
			if (!scene) {
				_menu_option_confirm(FILE_CLOSE, true);
			}
			load_scene(p_file, false, true);
		} break;
		case FILE_OPEN_SCENE: {
			load_scene(p_file);
		} break;
		case SETTINGS_PICK_MAIN_SCENE: {
			ProjectSettings::get_singleton()->set("application/run/main_scene", p_file);
			ProjectSettings::get_singleton()->save();
			
			project_run_bar->play_main_scene((bool)pick_main_scene->get_meta("from_native", false));
		} break;
		case FILE_CLOSE:
		case SCENE_TAB_CLOSE:
		case FILE_SAVE_SCENE:
		case FILE_SAVE_AS_SCENE: {
			int scene_idx = (current_menu_option == FILE_SAVE_SCENE || current_menu_option == FILE_SAVE_AS_SCENE) ? -1 : tab_closing_idx;
			if (file->get_file_mode() == EditorFileDialog::FILE_MODE_SAVE_FILE) {
				bool same_open_scene = false;
				for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
					if (editor_data.get_scene_path(i) == p_file && i != scene_idx) {
						same_open_scene = true;