### 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
bool has_active_tab = false;
	if (p_config_file->has_section_key(EDITOR_NODE_CONFIG_SECTION, "selected_bottom_panel_item")) {
		int selected_bottom_panel_item_idx = p_config_file->get_value(EDITOR_NODE_CONFIG_SECTION, "selected_bottom_panel_item");
		if (selected_bottom_panel_item_idx >= 0 && selected_bottom_panel_item_idx < bottom_panel_items.size()) {
			
			if (bottom_panel_items[selected_bottom_panel_item_idx].button->is_visible()) {
				_bottom_panel_switch(true, selected_bottom_panel_item_idx);
				has_active_tab = true;
			}
		}
	}
	if (p_config_file->has_section_key(EDITOR_NODE_CONFIG_SECTION, "center_split_offset")) {
		int center_split_offset = p_config_file->get_value(EDITOR_NODE_CONFIG_SECTION, "center_split_offset");
		center_split->set_split_offset(center_split_offset);
		
		if (!has_active_tab) {
			bottom_panel_items[0].control->show(); 
			_bottom_panel_switch(false, 0);
		}
	}
	
	if (p_config_file->has_section_key(EDITOR_NODE_CONFIG_SECTION, "selected_default_debugger_tab_idx")) {
		int selected_default_debugger_tab_idx = p_config_file->get_value(EDITOR_NODE_CONFIG_SECTION, "selected_default_debugger_tab_idx");
		EditorDebuggerNode::get_singleton()->get_default_debugger()->switch_to_debugger(selected_default_debugger_tab_idx);
	}
	
	if (p_config_file->has_section_key(EDITOR_NODE_CONFIG_SECTION, "selected_main_editor_idx")) {