### 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
}
			img->convert(Image::FORMAT_RGB8);
			
			String temp_path = EditorPaths::get_singleton()->get_cache_dir();
			String cache_base = ProjectSettings::get_singleton()->globalize_path(p_file).md5_text();
			cache_base = temp_path.path_join("resthumb-" + cache_base);
			
			post_process_preview(img);
			img->save_png(cache_base + ".png");
		}
	}
	save.step(TTR("Saving Scene"), 4);
	_save_scene(p_file, p_idx);
	if (!singleton->cmdline_export_mode) {
		EditorResourcePreview::get_singleton()->check_for_invalidation(p_file);
	}
}
bool EditorNode::_validate_scene_recursive(const String &p_filename, Node *p_node) {
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		if (child->get_scene_file_path() == p_filename) {
			return true;
		}
		if (_validate_scene_recursive(p_filename, child)) {
			return true;
		}
	}
	return false;
}
int EditorNode::_save_external_resources() {