### 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
project_run_bar->stop_playing();
	_save_all_scenes();
}
void EditorNode::save_scene_list(Vector<String> p_scene_filenames) {
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		Node *scene = editor_data.get_edited_scene_root(i);
		if (scene && (p_scene_filenames.find(scene->get_scene_file_path()) >= 0)) {
			_save_scene(scene->get_scene_file_path(), i);
		}
	}
}
void EditorNode::save_before_run() {
	current_menu_option = FILE_SAVE_AND_RUN;
	_menu_option_confirm(FILE_SAVE_AS_SCENE, true);
	file->set_title(TTR("Save scene before running..."));
}
void EditorNode::try_autosave() {
	if (!bool(EDITOR_GET("run/auto_save/save_before_running"))) {
		return;
	}
	if (unsaved_cache) {
		Node *scene = editor_data.get_edited_scene_root();
		if (scene && !scene->get_scene_file_path().is_empty()) { 
			_save_scene_with_preview(scene->get_scene_file_path());
		}
	}
	_menu_option(FILE_SAVE_ALL_SCENES);
	editor_data.save_editor_external_data();
}
void EditorNode::restart_editor() {