### 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
if (p_editing_owner) {
		const ObjectID id = p_editing_owner->get_instance_id();
		for (EditorPlugin *plugin : active_plugins[id]) {
			_plugin_over_edit(plugin, nullptr);
		}
		active_plugins.erase(id);
	} else {
		
		
		List<ObjectID> to_remove;
		for (KeyValue<ObjectID, HashSet<EditorPlugin *>> &kv : active_plugins) {
			if (!ObjectDB::get_instance(kv.key)) {
				to_remove.push_back(kv.key);
				for (EditorPlugin *plugin : kv.value) {
					_plugin_over_edit(plugin, nullptr);
				}
			}
		}
		for (const ObjectID &id : to_remove) {
			active_plugins.erase(id);
		}
	}
}
static bool overrides_external_editor(Object *p_object) {