### 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
return changing_scene;
}
void EditorNode::set_current_scene(int p_idx) {
	
	if (editor_data.get_scene_path(p_idx) != "" && editor_data.get_edited_scene_root(p_idx)) {
		editor_folding.save_scene_folding(editor_data.get_edited_scene_root(p_idx), editor_data.get_scene_path(p_idx));
	}
	if (editor_data.check_and_update_scene(p_idx)) {
		if (editor_data.get_scene_path(p_idx) != "") {
			editor_folding.load_scene_folding(editor_data.get_edited_scene_root(p_idx), editor_data.get_scene_path(p_idx));
		}
		EditorUndoRedoManager::get_singleton()->clear_history(false, editor_data.get_scene_history_id(p_idx));
	}
	changing_scene = true;
	editor_data.save_edited_scene_state(editor_selection, &editor_history, _get_main_scene_state());
	if (get_editor_data().get_edited_scene_root()) {
		if (get_editor_data().get_edited_scene_root()->get_parent() == scene_root) {
			scene_root->remove_child(get_editor_data().get_edited_scene_root());
		}
	}
	editor_selection->clear();