### 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 (p_members) {
		for (const StringName &E : members) {
			p_members->insert(E);
		}
	}
}
const Variant GDScript::get_rpc_config() const {
	return rpc_config;
}
void GDScript::unload_static() const {
	GDScriptCache::remove_script(fully_qualified_name);
}
Variant GDScript::callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	GDScript *top = this;
	while (top) {
		HashMap<StringName, GDScriptFunction *>::Iterator E = top->member_functions.find(p_method);
		if (E) {
			ERR_FAIL_COND_V_MSG(!E->value->is_static(), Variant(), "Can't call non-static function '" + String(p_method) + "' in script.");
			return E->value->call(nullptr, p_args, p_argcount, r_error);
		}
		top = top->_base;
	}
	
	return Script::callp(p_method, p_args, p_argcount, r_error);
}
bool GDScript::_get(const StringName &p_name, Variant &r_ret) const {