### 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
resource_conversion_plugins.push_back(orm_mat_convert);
		Ref<CanvasItemMaterialConversionPlugin> canvas_item_mat_convert;
		canvas_item_mat_convert.instantiate();
		resource_conversion_plugins.push_back(canvas_item_mat_convert);
		Ref<ParticleProcessMaterialConversionPlugin> particles_mat_convert;
		particles_mat_convert.instantiate();
		resource_conversion_plugins.push_back(particles_mat_convert);
		Ref<ProceduralSkyMaterialConversionPlugin> procedural_sky_mat_convert;
		procedural_sky_mat_convert.instantiate();
		resource_conversion_plugins.push_back(procedural_sky_mat_convert);
		Ref<PanoramaSkyMaterialConversionPlugin> panorama_sky_mat_convert;
		panorama_sky_mat_convert.instantiate();
		resource_conversion_plugins.push_back(panorama_sky_mat_convert);
		Ref<PhysicalSkyMaterialConversionPlugin> physical_sky_mat_convert;
		physical_sky_mat_convert.instantiate();
		resource_conversion_plugins.push_back(physical_sky_mat_convert);
		Ref<FogMaterialConversionPlugin> fog_mat_convert;
		fog_mat_convert.instantiate();
		resource_conversion_plugins.push_back(fog_mat_convert);
		Ref<VisualShaderConversionPlugin> vshader_convert;
		vshader_convert.instantiate();
		resource_conversion_plugins.push_back(vshader_convert);
	}
	update_spinner_step_msec = OS::get_singleton()->get_ticks_msec();
	update_spinner_step_frame = Engine::get_singleton()->get_frames_drawn();
	editor_plugin_screen = nullptr;
	editor_plugins_over = memnew(EditorPluginList);
	editor_plugins_force_over = memnew(EditorPluginList);
	editor_plugins_force_input_forwarding = memnew(EditorPluginList);
	Ref<GDExtensionExportPlugin> gdextension_export_plugin;