### 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
if (globals.has(p_name)) {
		
		global_array.write[globals[p_name]] = p_value;
		return;
	}
	globals[p_name] = global_array.size();
	global_array.push_back(p_value);
	_global_array = global_array.ptrw();
}
void GDScriptLanguage::add_global_constant(const StringName &p_variable, const Variant &p_value) {
	_add_global(p_variable, p_value);
}
void GDScriptLanguage::add_named_global_constant(const StringName &p_name, const Variant &p_value) {
	named_globals[p_name] = p_value;
}
Variant GDScriptLanguage::get_any_global_constant(const StringName &p_name) {
	if (named_globals.has(p_name)) {
		return named_globals[p_name];
	}
	if (globals.has(p_name)) {
		return _global_array[globals[p_name]];
	}
	ERR_FAIL_V_MSG(Variant(), vformat("Could not find any global constant with name: %s.", p_name));
}
void GDScriptLanguage::remove_named_global_constant(const StringName &p_name) {
	ERR_FAIL_COND(!named_globals.has(p_name));
	named_globals.erase(p_name);
}
void GDScriptLanguage::init() {