### 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
switch (p_what) {
		case NOTIFICATION_PROCESS: {
			if (opening_prev && !confirmation->is_visible()) {
				opening_prev = false;
			}
			bool global_unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(EditorUndoRedoManager::GLOBAL_HISTORY);
			bool scene_or_global_unsaved = global_unsaved || EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_current_edited_scene_history_id());
			if (unsaved_cache != scene_or_global_unsaved) {
				unsaved_cache = scene_or_global_unsaved;
				_update_title();
			}
			if (editor_data.is_scene_changed(-1)) {
				_update_scene_tabs();
			}
			
			uint64_t frame = Engine::get_singleton()->get_frames_drawn();
			uint64_t tick = OS::get_singleton()->get_ticks_msec();
			if (frame != update_spinner_step_frame && (tick - update_spinner_step_msec) > (1000 / 8)) {
				update_spinner_step++;