### Godot version

v4.1.beta2.official [a2575cba4]

### System information

Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3141) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

With the latest 4.1.beta2 static variables will now raise an error in console and log. No crash, only a error:
```
USER ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
```
I don't know if pull #78138 has anything to do with it?

Anyway, if `static` keyword will removed, the error is gone.

### Steps to reproduce

Pretty simple:

Make a new scene, attach a new script and copy/paste this:

```GDScript
extends Node2D

static var my_static_int: int = 0

func _ready() -> void:
	pass
```

Run scene and close it.

### Minimal reproduction project

N/A
sourcef.resize(len + 1);
	uint8_t *w = sourcef.ptrw();
	uint64_t r = f->get_buffer(w, len);
	ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN);
	w[len] = 0;
	String s;
	if (s.parse_utf8((const char *)w) != OK) {
		ERR_FAIL_V_MSG(ERR_INVALID_DATA, "Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded. Please ensure that scripts are saved in valid UTF-8 unicode.");
	}
	source = s;
	path = p_path;
#ifdef TOOLS_ENABLED
	source_changed_cache = true;
	set_edited(false);
	set_last_modified_time(FileAccess::get_modified_time(path));
#endif 
	return OK;
}
const HashMap<StringName, GDScriptFunction *> &GDScript::debug_get_member_functions() const {
	return member_functions;
}
StringName GDScript::debug_get_member_by_index(int p_idx) const {
	for (const KeyValue<StringName, MemberInfo> &E : member_indices) {
		if (E.value.index == p_idx) {
			return E.key;
		}
	}
	return "<error>";
}
StringName GDScript::debug_get_static_var_by_index(int p_idx) const {