### 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
}
	singleton = this;
	EditorUndoRedoManager::get_singleton()->connect("version_changed", callable_mp(this, &EditorNode::_update_undo_redo_allowed));
	EditorUndoRedoManager::get_singleton()->connect("history_changed", callable_mp(this, &EditorNode::_update_undo_redo_allowed));
	TranslationServer::get_singleton()->set_enabled(false);
	
	if (!EditorSettings::get_singleton()) {
		EditorSettings::create();
	}
	FileAccess::set_backup_save(EDITOR_GET("filesystem/on_save/safe_save_on_backup_then_rename"));
	{
		int display_scale = EDITOR_GET("interface/editor/display_scale");
		switch (display_scale) {
			case 0:
				
				EditorScale::set_scale(EditorSettings::get_singleton()->get_auto_display_scale());
				break;
			case 1:
				EditorScale::set_scale(0.75);
				break;
			case 2:
				EditorScale::set_scale(1.0);
				break;
			case 3:
				EditorScale::set_scale(1.25);
				break;
			case 4:
				EditorScale::set_scale(1.5);
				break;
			case 5: