### 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
current_menu_option = p_option;
	tab_closing_idx = p_tab;
	Node *scene = editor_data.get_edited_scene_root(p_tab);
	if (!scene) {
		_discard_changes();
		return;
	}
	String scene_filename = scene->get_scene_file_path();
	String unsaved_message;
	if (EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(p_tab))) {
		if (scene_filename.is_empty()) {
			unsaved_message = TTR("This scene was never saved.");
		} else {
			unsaved_message = vformat(TTR("Scene \"%s\" has unsaved changes."), scene_filename);
		}
	} else {
		
		for (int i = 0; i < editor_data.get_editor_plugin_count(); i++) {
			unsaved_message = editor_data.get_editor_plugin(i)->get_unsaved_status(scene_filename);
			if (!unsaved_message.is_empty()) {
				break;
			}
		}
	}
	if (!unsaved_message.is_empty()) {
		if (get_current_tab() != p_tab) {
			set_current_scene(p_tab);
		}