### 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
String rendering_method = renderer->get_item_metadata(p_which);
	String current_renderer = GLOBAL_GET("rendering/renderer/rendering_method");
	if (rendering_method == current_renderer) {
		return;
	}
	renderer_request = rendering_method;
	video_restart_dialog->popup_centered();
	renderer->select(renderer_current);
	_update_renderer_color();
}
void EditorNode::_resource_saved(Ref<Resource> p_resource, const String &p_path) {
	if (singleton->saving_resources_in_path.has(p_resource)) {
		
		return;
	}
	if (EditorFileSystem::get_singleton()) {
		EditorFileSystem::get_singleton()->update_file(p_path);
	}
	singleton->editor_folding.save_resource_folding(p_resource, p_path);
}
void EditorNode::_resource_loaded(Ref<Resource> p_resource, const String &p_path) {
	singleton->editor_folding.load_resource_folding(p_resource, p_path);
}
void EditorNode::_feature_profile_changed() {