### 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
DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
	singleton->load_errors->add_image(singleton->gui_base->get_theme_icon(SNAME("Warning"), SNAME("EditorIcons")));
	singleton->load_errors->add_text(p_warning + "\n");
	EditorInterface::get_singleton()->popup_dialog_centered_ratio(singleton->load_error_dialog, 0.5);
}
bool EditorNode::_find_scene_in_use(Node *p_node, const String &p_path) const {
	if (p_node->get_scene_file_path() == p_path) {
		return true;
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		if (_find_scene_in_use(p_node->get_child(i), p_path)) {
			return true;
		}
	}
	return false;
}
bool EditorNode::is_scene_in_use(const String &p_path) {
	Node *es = get_edited_scene();
	if (es) {
		return _find_scene_in_use(es, p_path);
	}
	return false;
}
OS::ProcessID EditorNode::has_child_process(OS::ProcessID p_pid) const {
	return project_run_bar->has_child_process(p_pid);
}
void EditorNode::stop_child_process(OS::ProcessID p_pid) {