### 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
}
	List<StringName> functions;
	GDScriptUtilityFunctions::get_function_list(&functions);
	for (const StringName &E : functions) {
		p_words->push_back(String(E));
	}
}
bool GDScriptLanguage::is_control_flow_keyword(String p_keyword) const {
	return p_keyword == "break" ||
			p_keyword == "continue" ||
			p_keyword == "elif" ||
			p_keyword == "else" ||
			p_keyword == "if" ||
			p_keyword == "for" ||
			p_keyword == "match" ||
			p_keyword == "pass" ||
			p_keyword == "return" ||
			p_keyword == "while";
}
bool GDScriptLanguage::handles_global_class_type(const String &p_type) const {
	return p_type == "GDScript";
}
String GDScriptLanguage::get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const {
	Error err;
	Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
	if (err) {
		return String();
	}
	String source = f->get_as_utf8_string();
	GDScriptParser parser;