### 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.

bool tool = false;
	bool global_class = false;
	 Use GDExtension godot_dictionary
	Array methods_array;
	methods_array.~Array();
	Dictionary rpc_functions_dict;
	rpc_functions_dict.~Dictionary();
	Dictionary signals_dict;
	signals_dict.~Dictionary();
	String class_name;
	String icon_path;
	Ref<CSharpScript> base_script;
	GDMonoCache::managed_callbacks.ScriptManagerBridge_UpdateScriptClassInfo(
			p_script.ptr(), &class_name, &tool, &global_class, &icon_path,
			&methods_array, &rpc_functions_dict, &signals_dict, &base_script);
	p_script->class_name = class_name;
	p_script->tool = tool;
	p_script->global_class = global_class;
	p_script->icon_path = icon_path;
	p_script->rpc_config.clear();
	p_script->rpc_config = rpc_functions_dict;
	// Methods
	p_script->methods.clear();
	p_script->methods.resize(methods_array.size());
	int push_index = 0;
	for (int i = 0; i < methods_array.size(); i++) {
		Dictionary method_info_dict = methods_array[i];
		StringName name = method_info_dict["name"];
		MethodInfo mi;
		mi.name = name;