### 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
if (!unsaved_status.is_empty()) {
							if (p_option == RELOAD_CURRENT_PROJECT) {
								save_confirmation->set_ok_button_text(TTR("Save & Reload"));
								save_confirmation->set_text(unsaved_status);
							} else {
								save_confirmation->set_ok_button_text(TTR("Save & Quit"));
								save_confirmation->set_text(unsaved_status);
							}
							save_confirmation->reset_size();
							save_confirmation->popup_centered();
							plugin_to_save = editor_data.get_editor_plugin(i);
							break;
						}
					}
					if (plugin_to_save) {
						break;
					}
					_discard_changes();
					break;
				}
				if (save_each) {
					tab_closing_menu_option = current_menu_option;
					for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
						tabs_to_close.push_back(editor_data.get_scene_path(i));
					}
					_proceed_closing_scene_tabs();
				} else {
					String unsaved_scenes;
					int i = _next_unsaved_scene(true, 0);
					while (i != -1) {