### 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
}
	}
	file->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
	saving_resource = p_resource;
	current_menu_option = RESOURCE_SAVE_AS;
	List<String> extensions;
	Ref<PackedScene> sd = memnew(PackedScene);
	ResourceSaver::get_recognized_extensions(p_resource, &extensions);
	file->clear_filters();
	List<String> preferred;
	for (const String &E : extensions) {
		if (p_resource->is_class("Script") && (E == "tres" || E == "res")) {
			
			continue;
		}
		file->add_filter("*." + E, E.to_upper());
		preferred.push_back(E);
	}
	
	List<String>::Element *res_element = preferred.find("res");
	if (res_element) {
		preferred.move_to_back(res_element);
	}
	
	List<String>::Element *tres_element = preferred.find("tres");
	if (tres_element) {
		preferred.move_to_front(tres_element);
	}
	if (!p_at_path.is_empty()) {
		file->set_current_dir(p_at_path);