### 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();
	if (p_tab == editor_data.get_edited_scene()) {
		return; 
	}
	set_current_scene(p_tab);
}
Button *EditorNode::add_bottom_panel_item(String p_text, Control *p_item) {
	Button *tb = memnew(Button);
	tb->set_flat(true);
	tb->connect("toggled", callable_mp(this, &EditorNode::_bottom_panel_switch).bind(bottom_panel_items.size()));
	tb->set_text(p_text);
	tb->set_toggle_mode(true);
	tb->set_focus_mode(Control::FOCUS_NONE);
	bottom_panel_vb->add_child(p_item);
	bottom_panel_hb->move_to_front();
	bottom_panel_hb_editors->add_child(tb);
	p_item->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	p_item->hide();
	BottomPanelItem bpi;
	bpi.button = tb;
	bpi.control = p_item;
	bpi.name = p_text;
	bottom_panel_items.push_back(bpi);
	return tb;
}
void EditorNode::hide_bottom_panel() {