### 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
String path = p_resource->get_path();
	if (path.is_resource_file() && !FileAccess::exists(path + ".import")) {
		save_resource_in_path(p_resource, p_resource->get_path());
	} else {
		save_resource_as(p_resource);
	}
}
void EditorNode::save_resource_as(const Ref<Resource> &p_resource, const String &p_at_path) {
	{
		String path = p_resource->get_path();
		if (!path.is_resource_file()) {
			int srpos = path.find("::");
			if (srpos != -1) {
				String base = path.substr(0, srpos);
				if (!get_edited_scene() || get_edited_scene()->get_scene_file_path() != base) {
					show_warning(TTR("This resource can't be saved because it does not belong to the edited scene. Make it unique first."));
					return;
				}
			}
		} else {
			if (FileAccess::exists(path + ".import")) {
				show_warning(TTR("This resource can't be saved because it was imported from another file. Make it unique first."));
				return;
			}