### 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 (gui_base) {
		if (gui_base->has_theme_icon(p_class, SNAME("EditorIcons"))) {
			return gui_base->get_theme_icon(p_class, SNAME("EditorIcons"));
		}
		if (p_fallback.length() && gui_base->has_theme_icon(p_fallback, SNAME("EditorIcons"))) {
			return gui_base->get_theme_icon(p_fallback, SNAME("EditorIcons"));
		}
	}
	return nullptr;
}
Ref<Texture2D> EditorNode::get_object_icon(const Object *p_object, const String &p_fallback) {
	ERR_FAIL_NULL_V_MSG(p_object, nullptr, "Object cannot be null.");
	Ref<Script> scr = p_object->get_script();
	if (scr.is_null() && p_object->is_class("Script")) {
		scr = p_object;
	}
	return _get_class_or_script_icon(p_object->get_class(), scr, p_fallback);
}
Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p_fallback) {
	ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");
	Ref<Script> scr;
	if (ScriptServer::is_global_class(p_class)) {
		scr = EditorNode::get_editor_data().script_class_load_script(p_class);
	}
	return _get_class_or_script_icon(p_class, scr, p_fallback, true);
}
bool EditorNode::is_object_of_custom_type(const Object *p_object, const StringName &p_class) {