### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

Windows 11

### Issue description

I am experiencing a runtime crash in my game which logs the following error:

```
ERROR: FATAL: Condition "!match" is true.
   at: ~CSharpInstance (modules/mono/csharp_script.cpp:2015)
Fatal error. System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at Godot.NativeInterop.NativeFuncs.godotsharp_internal_refcounted_disposed(IntPtr, IntPtr, Godot.NativeInterop.godot)
   at Godot.Object.Dispose(Boolean)
   at Godot.Object.Finalize()
```
There is no other output alongside this error.

I am using several `RefCounted` objects throughout my game and the error seems to be related. I'm using `RefCounted` 
 primarily as a way to pass my own C# objects as signal arguments.

~~My project is fairly complex so I'm having a hard time isolating the issue. The crash doesn't happen immediately, but rather it usually happens after a minute or so of playing the game. It also seems quite inconsistent - sometimes I can play for several minutes before the crash. There's probably a very specific combination of events I need to identify in order to reproduce the issue consistently.~~

~~I know this report isn't super helpful but I've been trying to isolate the issue for the past several hours with no luck. I figured I'd log it for now and update with an MRP if/when I find out how to reproduce.~~

I've now uploaded an MRP below. I still haven't been able to identify the exact cause but I am hoping the MRP is stripped down enough to make debugging easier.

I have confirmed the crash happens in betas 8 and 9 as well.

### Steps to reproduce

Unknown

### Minimal reproduction project

[Crash MRP.zip](https://github.com/godotengine/godot/files/10304593/Crash.MRP.zip)

Run the MRP for ~30 seconds and observe the crash. Also, you can remove `WanderTravelDefinition` from the `EnemyFlyingOrbBullet` to observe that the crash no longer happens.

_clear();
#ifdef DEBUG_ENABLED
	{
		MutexLock lock(CSharpLanguage::get_singleton()->script_instances_mutex);
		CSharpLanguage::get_singleton()->script_list.add(&this->script_list);
	}
#endif
}
CSharpScript::~CSharpScript() {
#ifdef DEBUG_ENABLED
	MutexLock lock(CSharpLanguage::get_singleton()->script_instances_mutex);
	CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
#endif
	if (GDMonoCache::godot_api_cache_updated) {
		GDMonoCache::managed_callbacks.ScriptManagerBridge_RemoveScriptBridge(this);
	}
}
void CSharpScript::get_members(HashSet<StringName> *p_members) {
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
	if (p_members) {
		for (const StringName &member_name : exported_members_names) {
			p_members->insert(member_name);
		}
	}
#endif
}
/*************** RESOURCE ***************/
Ref<Resource> ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {