I think that if a reorg fails due to an error while disconnecting blocks, the node should shut down.

My thought is that if we are trying to switch to a more work chain and something goes wrong before we can even try to validate that more-work chain, then we have a problem that is not related to the chain we're trying to switch to but instead related to our own hardware or software; shutting down and having the user deal with the issue is better than continuing on, when we know there's a more work chain that we're unable to try validating.

This has recently come up on testnet, where unpatched nodes are unable to reorg from the invalid chain containing the duplicate-input-in-a-transaction block, but rather than crash or shutdown they are continuing on the invalid chain, with messages like this in the debug log:

```
ERROR: DisconnectTip(): DisconnectBlock 00000000210004840364b52bc5e455d888f164e4264a4fec06a514b67e9d5722 failed
```
}
        {
            LOCK(cs_main);
            CBlockIndex* starting_tip = chainActive.Tip();
            bool blocks_connected = false;
            do {
                
                
                ConnectTrace connectTrace(mempool); 
                if (pindexMostWork == nullptr) {
                    pindexMostWork = FindMostWorkChain();
                }
                
                if (pindexMostWork == nullptr || pindexMostWork == chainActive.Tip()) {
                    break;
                }
                bool fInvalidFound = false;
                std::shared_ptr<const CBlock> nullBlockPtr;
                if (!ActivateBestChainStep(state, chainparams, pindexMostWork, pblock && pblock->GetHash() == pindexMostWork->GetBlockHash() ? pblock : nullBlockPtr, fInvalidFound, connectTrace))
                    return false;
                blocks_connected = true;
                if (fInvalidFound) {
                    
                    pindexMostWork = nullptr;
                }
                pindexNewTip = chainActive.Tip();
                for (const PerBlockConnectTrace& trace : connectTrace.GetBlocksConnected()) {
                    assert(trace.pblock && trace.pindex);
                    GetMainSignals().BlockConnected(trace.pblock, trace.pindex, trace.conflictedTxs);
                }