### 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
tab_preview_panel->hide();
}
void EditorNode::_scene_tab_input(const Ref<InputEvent> &p_input) {
	Ref<InputEventMouseButton> mb = p_input;
	if (mb.is_valid()) {
		if (scene_tabs->get_hovered_tab() >= 0) {
			if (mb->get_button_index() == MouseButton::MIDDLE && mb->is_pressed()) {
				_scene_tab_closed(scene_tabs->get_hovered_tab());
			}
		} else if (mb->get_button_index() == MouseButton::LEFT && mb->is_double_click()) {
			int tab_buttons = 0;
			if (scene_tabs->get_offset_buttons_visible()) {
				tab_buttons = theme->get_icon(SNAME("increment"), SNAME("TabBar"))->get_width() + theme->get_icon(SNAME("decrement"), SNAME("TabBar"))->get_width();
			}
			if ((gui_base->is_layout_rtl() && mb->get_position().x > tab_buttons) || (!gui_base->is_layout_rtl() && mb->get_position().x < scene_tabs->get_size().width - tab_buttons)) {
				_menu_option_confirm(FILE_NEW_SCENE, true);
			}
		}
		if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed()) {
			
			scene_tabs_context_menu->clear();