### 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
p_layout->set_value(p_section, "dock_split_" + itos(i + 1), vsplits[i]->get_split_offset());
		}
	}
	for (int i = 0; i < hsplits.size(); i++) {
		p_layout->set_value(p_section, "dock_hsplit_" + itos(i + 1), hsplits[i]->get_split_offset());
	}
	
	p_layout->set_value(p_section, "dock_filesystem_split", FileSystemDock::get_singleton()->get_split_offset());
	p_layout->set_value(p_section, "dock_filesystem_display_mode", FileSystemDock::get_singleton()->get_display_mode());
	p_layout->set_value(p_section, "dock_filesystem_file_sort", FileSystemDock::get_singleton()->get_file_sort());
	p_layout->set_value(p_section, "dock_filesystem_file_list_display_mode", FileSystemDock::get_singleton()->get_file_list_display_mode());
	PackedStringArray selected_files = FileSystemDock::get_singleton()->get_selected_paths();
	p_layout->set_value(p_section, "dock_filesystem_selected_paths", selected_files);
	Vector<String> uncollapsed_paths = FileSystemDock::get_singleton()->get_uncollapsed_paths();
	p_layout->set_value(p_section, "dock_filesystem_uncollapsed_paths", uncollapsed_paths);
}
void EditorNode::_save_open_scenes_to_config(Ref<ConfigFile> p_layout) {
	PackedStringArray scenes;
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		String path = editor_data.get_scene_path(i);
		if (path.is_empty()) {
			continue;
		}
		scenes.push_back(path);
	}
	p_layout->set_value(EDITOR_NODE_CONFIG_SECTION, "open_scenes", scenes);
	String currently_edited_scene_path = editor_data.get_scene_path(editor_data.get_edited_scene());
	p_layout->set_value(EDITOR_NODE_CONFIG_SECTION, "current_scene", currently_edited_scene_path);
}
void EditorNode::save_editor_layout_delayed() {