### 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
if (owner) {
					Ref<SceneState> ss_inst = owner->get_scene_instance_state();
					if (ss_inst.is_valid()) {
						ss_inst->update_instance_resource(p_instance_path, current_packed_scene);
					}
					owner->set_editable_instance(instantiated_node, is_editable);
				}
				
				for (AdditiveNodeEntry additive_node_entry : addition_list) {
					Node *parent_node = instantiated_node->get_node_or_null(additive_node_entry.parent);
					if (!parent_node) {
						parent_node = current_edited_scene;
					}
					parent_node->add_child(additive_node_entry.node);
					parent_node->move_child(additive_node_entry.node, additive_node_entry.index);
					
					if (additive_node_entry.owner == original_node) {
						additive_node_entry.owner = instantiated_node;
					}
					additive_node_entry.node->set_owner(additive_node_entry.owner);
					
					{
						Node2D *node_2d = Object::cast_to<Node2D>(additive_node_entry.node);
						if (node_2d) {
							node_2d->set_transform(additive_node_entry.transform_2d);
						}
						Node3D *node_3d = Object::cast_to<Node3D>(additive_node_entry.node);
						if (node_3d) {
							node_3d->set_transform(additive_node_entry.transform_3d);
						}