### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

Windows 11

### Issue description

I am experiencing a runtime crash in my game which logs the following error:

```
ERROR: FATAL: Condition "!match" is true.
   at: ~CSharpInstance (modules/mono/csharp_script.cpp:2015)
Fatal error. System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at Godot.NativeInterop.NativeFuncs.godotsharp_internal_refcounted_disposed(IntPtr, IntPtr, Godot.NativeInterop.godot)
   at Godot.Object.Dispose(Boolean)
   at Godot.Object.Finalize()
```
There is no other output alongside this error.

I am using several `RefCounted` objects throughout my game and the error seems to be related. I'm using `RefCounted` 
 primarily as a way to pass my own C# objects as signal arguments.

~~My project is fairly complex so I'm having a hard time isolating the issue. The crash doesn't happen immediately, but rather it usually happens after a minute or so of playing the game. It also seems quite inconsistent - sometimes I can play for several minutes before the crash. There's probably a very specific combination of events I need to identify in order to reproduce the issue consistently.~~

~~I know this report isn't super helpful but I've been trying to isolate the issue for the past several hours with no luck. I figured I'd log it for now and update with an MRP if/when I find out how to reproduce.~~

I've now uploaded an MRP below. I still haven't been able to identify the exact cause but I am hoping the MRP is stripped down enough to make debugging easier.

I have confirmed the crash happens in betas 8 and 9 as well.

### Steps to reproduce

Unknown

### Minimal reproduction project

[Crash MRP.zip](https://github.com/godotengine/godot/files/10304593/Crash.MRP.zip)

Run the MRP for ~30 seconds and observe the crash. Also, you can remove `WanderTravelDefinition` from the `EnemyFlyingOrbBullet` to observe that the crash no longer happens.

}
	}
	// The object was just created, no script instance binding should have been attached
	CRASH_COND(CSharpLanguage::has_instance_binding(p_unmanaged));
	void *data;
	{
		MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex());
		data = (void *)CSharpLanguage::get_singleton()->insert_script_binding(p_unmanaged, script_binding);
	}
	// Should be thread safe because the object was just created and nothing else should be referencing it
	CSharpLanguage::set_instance_binding(p_unmanaged, data);
}
void CSharpLanguage::tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, Ref<CSharpScript> *p_script, bool p_ref_counted) {
	// This method should not fail
	Ref<CSharpScript> script = *p_script;
	// We take care of destructing this reference here, so the managed code won't need to do another P/Invoke call
	p_script->~Ref();
	CRASH_COND(!p_unmanaged);
	// All mono objects created from the managed world (e.g.: 'new Player()')
	// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
	RefCounted *rc = Object::cast_to<RefCounted>(p_unmanaged);
	CRASH_COND(p_ref_counted != (bool)rc);
	MonoGCHandleData gchandle = MonoGCHandleData(p_gchandle_intptr,
			p_ref_counted ? gdmono::GCHandleType::WEAK_HANDLE : gdmono::GCHandleType::STRONG_HANDLE);
	CRASH_COND(script.is_null());
	CSharpInstance *csharp_instance = CSharpInstance::create_for_managed_type(p_unmanaged, script.ptr(), gchandle);
	p_unmanaged->set_script_and_instance(script, csharp_instance);
	csharp_instance->connect_event_signals();
}
void CSharpLanguage::tie_managed_to_unmanaged_with_pre_setup(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged) {