### 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
while (sptr) {
		{
			HashMap<StringName, GDScript::MemberInfo>::ConstIterator E = sptr->static_variables_indices.find(p_name);
			if (E) {
				const GDScript::MemberInfo *member = &E->value;
				Variant value = p_value;
				if (member->data_type.has_type && !member->data_type.is_type(value)) {
					const Variant *args = &p_value;
					Callable::CallError err;
					Variant::construct(member->data_type.builtin_type, value, &args, 1, err);
					if (err.error != Callable::CallError::CALL_OK || !member->data_type.is_type(value)) {
						return false;
					}
				}
				if (member->setter) {
					const Variant *args = &value;
					Callable::CallError err;
					callp(member->setter, &args, 1, err);
					return err.error == Callable::CallError::CALL_OK;
				} else {
					sptr->static_variables.write[member->index] = value;
					return true;
				}
			}
		}
		{
			HashMap<StringName, GDScriptFunction *>::Iterator E = sptr->member_functions.find(GDScriptLanguage::get_singleton()->strings._set);
			if (E) {
				Variant name = p_name;
				const Variant *args[2] = { &name, &p_value };