### 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
exiting = true;
	if (project_run_bar->is_playing()) {
		project_run_bar->stop_playing();
	}
	String to_reopen;
	if (get_tree()->get_edited_scene_root()) {
		to_reopen = get_tree()->get_edited_scene_root()->get_scene_file_path();
	}
	_exit_editor(EXIT_SUCCESS);
	List<String> args;
	for (const String &a : Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_TOOL)) {
		args.push_back(a);
	}
	args.push_back("--path");
	args.push_back(ProjectSettings::get_singleton()->get_resource_path());
	args.push_back("-e");
	if (!to_reopen.is_empty()) {
		args.push_back(to_reopen);
	}
	OS::get_singleton()->set_restart_on_exit(true, args);
}
void EditorNode::_save_all_scenes() {