### Godot version

v4.1.beta2.official [a2575cba4]

### System information

Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3141) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

With the latest 4.1.beta2 static variables will now raise an error in console and log. No crash, only a error:
```
USER ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
```
I don't know if pull #78138 has anything to do with it?

Anyway, if `static` keyword will removed, the error is gone.

### Steps to reproduce

Pretty simple:

Make a new scene, attach a new script and copy/paste this:

```GDScript
extends Node2D

static var my_static_int: int = 0

func _ready() -> void:
	pass
```

Run scene and close it.

### Minimal reproduction project

N/A
const GDScript *current = this;
	while (current) {
		for (const KeyValue<StringName, GDScriptFunction *> &E : current->member_functions) {
			GDScriptFunction *func = E.value;
			MethodInfo mi;
			mi.name = E.key;
			if (func->is_static()) {
				mi.flags |= METHOD_FLAG_STATIC;
			}
			for (int i = 0; i < func->get_argument_count(); i++) {
				PropertyInfo arginfo = func->get_argument_type(i);
#ifdef TOOLS_ENABLED
				arginfo.name = func->get_argument_name(i);
#endif
				mi.arguments.push_back(arginfo);
			}
#ifdef TOOLS_ENABLED
			mi.default_arguments.append_array(func->get_default_arg_values());
#endif
			mi.return_val = func->get_return_type();
			r_list->push_back(mi);
		}
		if (!p_include_base) {
			return;
		}
		current = current->_base;
	}
}
void GDScript::get_script_method_list(List<MethodInfo> *r_list) const {