### Godot version

4.0 beta17

### System information

Manjaro Linux using i3, Foward+

### Issue description

~No idea why~ Seems to be related to Camera2D (see https://github.com/godotengine/godot/issues/72534#issuecomment-1412795878) , scene still opens just fine on beta16, but crashes the editor on beta17 with the following
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta17.official (c40020513ac8201a449b5ae2eeb58fef0ce0a2a4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38a00) [0x7f32a4c84a00] (??:0)
[2] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x30d6515] (??:0)
[3] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x30d6708] (??:0)
[4] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x30d7389] (??:0)
[5] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x44ef5c4] (??:0)
[6] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00a35] (??:0)
[7] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[8] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[9] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[10] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[11] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b016e3] (??:0)
[12] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b02c54] (??:0)
[13] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1cb734d] (??:0)
[14] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x4af967d] (??:0)
[15] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1c9558c] (??:0)
[16] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x455dd2a] (??:0)
[17] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1dd8eb0] (??:0)
[18] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x455dd2a] (??:0)
[19] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2ca5fbb] (??:0)
[20] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2c8f78a] (??:0)
[21] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x455dd2a] (??:0)
[22] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1587118] (??:0)
[23] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2d5d540] (??:0)
[24] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b913d4] (??:0)
[25] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b91f71] (??:0)
[26] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2bc51ab] (??:0)
[27] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2bc22a5] (??:0)
[28] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xe74fc4] (??:0)
[29] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x42f15a4] (??:0)
[30] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x42f26a5] (??:0)
[31] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xe769dd] (??:0)
[32] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xde8ec2] (??:0)
[33] /usr/lib/libc.so.6(+0x23290) [0x7f32a4c6f290] (??:0)
[34] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f32a4c6f34a] (??:0)
[35] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xe0908e] (??:0)
-- END OF BACKTRACE --
================================================================
```

Weirdly, game works fine when I run it in the editor, even after the stage scene is loaded. Didn't try to export the project though.

No MRP yet, but the project itself is open source, just clone the latest commit from the [**docs_reorganization** branch](https://github.com/quiver-dev/template-beat-em-up/tree/docs_reorganizations) and try to open the scene **stage_01.tscn** or **base_stage.tscn** without opening **quiver_level_camera.tscn**

~I did have some exported Arrays, but they were untyped because when I wrote the code typed arrays with custom types weren't a thing, so in some places I exported them using "advanced exports" (the ones that override `_get_property_list`, `_set` and `_get`) so that I could export a normal array but fill it with a custom_resource. I do a lot of `@tool` script shenanigans, so if I could just get some hint from what this backtrace means I might be able to do build a MRP.~ 
Probably unrelated as it seems to be caused by Camera2D?

### Steps to reproduce

Using godot beta 17:
- Clone project at https://github.com/quiver-dev/template-beat-em-up/tree/docs_reorganizations
- Open scene **stage_01.tscn** or **base_stage.tscn**
- Try opening another scene, changing scene tabs, deleting any node or closing the tab.
- If crash doesn't happen, close godot with either **stage_01.tscn** or **base_stage.tscn** opened 
- open the project again. 
- Try opening another scene, changing scene tabs, deleting any node or closing the tab and it will crash

Weird work around:
- Open project
- Open **quiver_level_camera.tscn**
- open scene **stage_01.tscn** or **base_stage.tscn**
- Everything works fine while **quiver_level_camera.tscn** is opened

### Minimal reproduction project

Not yet
if (over) {
			bool stopped = false;
			if (over->can_process()) {
				Transform2D localizer = over->get_global_transform_with_canvas().affine_inverse();
				Size2 pos = localizer.xform(drag_event->get_position());
				Vector2 velocity = localizer.basis_xform(drag_event->get_velocity());
				Vector2 rel = localizer.basis_xform(drag_event->get_relative());
				drag_event = drag_event->xformed_by(Transform2D()); 
				drag_event->set_velocity(velocity);
				drag_event->set_relative(rel);
				drag_event->set_position(pos);
				stopped = _gui_call_input(over, drag_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			return;
		}
	}
	if (mm.is_null() && mb.is_null() && p_event->is_action_type()) {
		if (gui.dragging && p_event->is_action_pressed("ui_cancel") && Input::get_singleton()->is_action_just_pressed("ui_cancel")) {
			_perform_drop();
			set_input_as_handled();
			return;
		}
		if (gui.key_focus && !gui.key_focus->is_visible_in_tree()) {
			gui.key_focus->release_focus();
		}
		if (gui.key_focus) {
			gui.key_event_accepted = false;