### 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
return true;
				}
			}
		}
	} else {
		
		if (FileAccess::exists(path + ".import")) {
			return true;
		}
	}
	return false;
}
void EditorNode::request_instantiate_scene(const String &p_path) {
	SceneTreeDock::get_singleton()->instantiate(p_path);
}
void EditorNode::request_instantiate_scenes(const Vector<String> &p_files) {
	SceneTreeDock::get_singleton()->instantiate_scenes(p_files);
}
void EditorNode::_inherit_request(String p_file) {
	current_menu_option = FILE_NEW_INHERITED_SCENE;
	_dialog_action(p_file);
}
void EditorNode::_instantiate_request(const Vector<String> &p_files) {
	request_instantiate_scenes(p_files);
}
void EditorNode::_close_messages() {
	old_split_ofs = center_split->get_split_offset();
	center_split->set_split_offset(0);
}
void EditorNode::_show_messages() {