### 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
return;
			}
			show_warning(vformat(TTR("Unable to load addon script from path: '%s'. This might be due to a code error in that script.\nDisabling the addon at '%s' to prevent further errors."), script_path, addon_path));
			_remove_plugin_from_enabled(addon_path);
			return;
		}
		
		if (String(scr->get_instance_base_type()) != "EditorPlugin") {
			show_warning(vformat(TTR("Unable to load addon script from path: '%s' Base type is not EditorPlugin."), script_path));
			return;
		}
		if (!scr->is_tool()) {
			show_warning(vformat(TTR("Unable to load addon script from path: '%s' Script is not in tool mode."), script_path));
			return;
		}
	}
	EditorPlugin *ep = memnew(EditorPlugin);
	ep->set_script(scr);
	ep->set_plugin_version(plugin_version);
	addon_name_to_plugin[addon_path] = ep;
	add_editor_plugin(ep, p_config_changed);
	_update_addon_config();
}
bool EditorNode::is_addon_plugin_enabled(const String &p_addon) const {
	if (p_addon.begins_with("res:")) {
		return addon_name_to_plugin.has(p_addon);
	}
	return addon_name_to_plugin.has("res:addons/" + p_addon + "/plugin.cfg");
}
void EditorNode::_remove_edited_scene(bool p_change_tab) {