### 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.

void *binding = p_object->get_instance_binding(get_singleton(), &_instance_binding_callbacks);
	// Initially this was in `_instance_binding_create_callback`. However, after the new instance
	// binding re-write it was resulting in a deadlock in `_instance_binding_reference`, as
	// `setup_csharp_script_binding` may call `reference()`. It was moved here outside to fix that.
	if (binding) {
		CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)binding)->value();
		if (!script_binding.inited) {
			MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex());
			if (!script_binding.inited) { // A
				CSharpLanguage::get_singleton()->setup_csharp_script_binding(script_binding, p_object);
			}
		}
	}
	return binding;
}
void *CSharpLanguage::get_existing_instance_binding(Object *p_object) {
#ifdef DEBUG_ENABLED
	CRASH_COND(p_object->has_instance_binding(p_object));
#endif
	return p_object->get_instance_binding(get_singleton(), &_instance_binding_callbacks);
}
void CSharpLanguage::set_instance_binding(Object *p_object, void *p_binding) {
	p_object->set_instance_binding(get_singleton(), p_binding, &_instance_binding_callbacks);
}
bool CSharpLanguage::has_instance_binding(Object *p_object) {