### 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.

CSharpLanguage::get_singleton()->release_script_gchandle_thread_safe(p_gchandle_to_free, gchandle);
		if (!p_is_finalizer) {
			// I
			// (
			r_remove_script_instance = true;
			 Last usage of 'is_finalizing_scripts_domain'. It should be replaced with a check to determine if the load context is being unloaded.
		} else if (!GDMono::get_singleton()->is_finalizing_scripts_domain()) {
			// I
			// t
			// u
			// G
			// c
			if (!_internal_new_managed()) {
				r_remove_script_instance = true;
			}
		}
	}
}
void CSharpInstance::connect_event_signals() {
	// The script signals list includes the signals declared in base scripts.
	for (CSharpScript::EventSignalInfo &signal : script->get_script_event_signals()) {
		String signal_name = signal.name;
		 Use pooling for ManagedCallable instances.
		EventSignalCallable *event_signal_callable = memnew(EventSignalCallable(owner, signal_name));
		Callable callable(event_signal_callable);
		connected_event_signals.push_back(callable);
		owner->connect(signal_name, callable);
	}
}
void CSharpInstance::disconnect_event_signals() {