### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

Windows 11

### Issue description

I am experiencing a runtime crash in my game which logs the following error:

```
ERROR: FATAL: Condition "!match" is true.
   at: ~CSharpInstance (modules/mono/csharp_script.cpp:2015)
Fatal error. System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at Godot.NativeInterop.NativeFuncs.godotsharp_internal_refcounted_disposed(IntPtr, IntPtr, Godot.NativeInterop.godot)
   at Godot.Object.Dispose(Boolean)
   at Godot.Object.Finalize()
```
There is no other output alongside this error.

I am using several `RefCounted` objects throughout my game and the error seems to be related. I'm using `RefCounted` 
 primarily as a way to pass my own C# objects as signal arguments.

~~My project is fairly complex so I'm having a hard time isolating the issue. The crash doesn't happen immediately, but rather it usually happens after a minute or so of playing the game. It also seems quite inconsistent - sometimes I can play for several minutes before the crash. There's probably a very specific combination of events I need to identify in order to reproduce the issue consistently.~~

~~I know this report isn't super helpful but I've been trying to isolate the issue for the past several hours with no luck. I figured I'd log it for now and update with an MRP if/when I find out how to reproduce.~~

I've now uploaded an MRP below. I still haven't been able to identify the exact cause but I am hoping the MRP is stripped down enough to make debugging easier.

I have confirmed the crash happens in betas 8 and 9 as well.

### Steps to reproduce

Unknown

### Minimal reproduction project

[Crash MRP.zip](https://github.com/godotengine/godot/files/10304593/Crash.MRP.zip)

Run the MRP for ~30 seconds and observe the crash. Also, you can remove `WanderTravelDefinition` from the `EnemyFlyingOrbBullet` to observe that the crash no longer happens.

if (r_error) {
		*r_error = ERR_FILE_CANT_OPEN;
	}
	// TODO ignore anything inside bin/ and obj/ in tools builds?
	Ref<CSharpScript> scr;
	if (GDMonoCache::godot_api_cache_updated) {
		GDMonoCache::managed_callbacks.ScriptManagerBridge_GetOrCreateScriptBridgeForPath(&p_path, &scr);
	} else {
		scr = Ref<CSharpScript>(memnew(CSharpScript));
	}
#if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
	Error err = scr->load_source_code(p_path);
	ERR_FAIL_COND_V_MSG(err != OK, Ref<Resource>(), "Cannot load C# script file '" + p_path + "'.");
#endif
	scr->set_path(p_original_path);
	scr->reload();
	if (r_error) {
		*r_error = OK;
	}
	return scr;
}
void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {