### 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
exiting = true;
	resource_preview->stop(); 
	_save_editor_layout();
	
	dim_editor(true);
	get_tree()->quit(p_exit_code);
}
void EditorNode::_discard_changes(const String &p_str) {
	switch (current_menu_option) {
		case FILE_CLOSE:
		case SCENE_TAB_CLOSE: {
			Node *scene = editor_data.get_edited_scene_root(tab_closing_idx);
			if (scene != nullptr) {
				String scene_filename = scene->get_scene_file_path();
				if (!scene_filename.is_empty()) {
					previous_scenes.push_back(scene_filename);
				}
			}
			
			if (!_is_closing_editor()) {
				_remove_scene(tab_closing_idx);
				_update_scene_tabs();