### Godot version

v4.1.beta2.official [a2575cba4]

### System information

Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3141) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

With the latest 4.1.beta2 static variables will now raise an error in console and log. No crash, only a error:
```
USER ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
```
I don't know if pull #78138 has anything to do with it?

Anyway, if `static` keyword will removed, the error is gone.

### Steps to reproduce

Pretty simple:

Make a new scene, attach a new script and copy/paste this:

```GDScript
extends Node2D

static var my_static_int: int = 0

func _ready() -> void:
	pass
```

Run scene and close it.

### Minimal reproduction project

N/A
#ifdef DEBUG_ENABLED
	List<Ref<GDScript>> scripts;
	{
		MutexLock lock(this->mutex);
		SelfList<GDScript> *elem = script_list.first();
		while (elem) {
			
			if (elem->self()->is_root_script() && elem->self()->get_path().is_resource_file()) {
				scripts.push_back(Ref<GDScript>(elem->self())); 
			}
			elem = elem->next();
		}
	}
	
	HashMap<Ref<GDScript>, HashMap<ObjectID, List<Pair<StringName, Variant>>>> to_reload;
	
	scripts.sort_custom<GDScriptDepSort>(); 
	for (Ref<GDScript> &scr : scripts) {
		bool reload = scr == p_script || to_reload.has(scr->get_base());
		if (!reload) {
			continue;
		}
		to_reload.insert(scr, HashMap<ObjectID, List<Pair<StringName, Variant>>>());
		if (!p_soft_reload) {