### 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
editor_data.set_edited_scene(p_idx);
	Node *new_scene = editor_data.get_edited_scene_root();
	if (Popup *p = Object::cast_to<Popup>(new_scene)) {
		p->show();
	}
	SceneTreeDock::get_singleton()->set_edited_scene(new_scene);
	if (get_tree()) {
		get_tree()->set_edited_scene_root(new_scene);
	}
	if (new_scene) {
		if (new_scene->get_parent() != scene_root) {
			scene_root->add_child(new_scene, true);
		}
	}
	Dictionary state = editor_data.restore_edited_scene_state(editor_selection, &editor_history);
	_edit_current(true);
	_update_title();
	_update_scene_tabs();
	if (tabs_to_close.is_empty()) {
		call_deferred(SNAME("_set_main_scene_state"), state, get_edited_scene()); 
	}
}
void EditorNode::setup_color_picker(ColorPicker *p_picker) {
	p_picker->set_editor_settings(EditorSettings::get_singleton());
	int default_color_mode = EDITOR_GET("interface/inspector/default_color_picker_mode");
	int picker_shape = EDITOR_GET("interface/inspector/default_color_picker_shape");
	p_picker->set_color_mode((ColorPicker::ColorModeType)default_color_mode);
	p_picker->set_picker_shape((ColorPicker::PickerShapeType)picker_shape);
}
bool EditorNode::is_scene_open(const String &p_path) {