The project is attached.
I know how to solve this and I also know that these are not good practices with C # but I want to know if it is a bug that should be reported.
SOLVED:

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Hi, I have this static class that makes the "Globals" node publicly available.

If the current tree does not have the "Globals" node added, the character will add it in its _Ready method.
And if for some reason the "Globals" node does not exist, the character will call the static class method to instantiate it again.

When the character dies, the scene restarts.

So now the errors start to occur, the "Globals" node does not exist in the new tree and the references to the "Globals" node are not valid but its value is not "null", so the "Globals" node seems to exist in some place but not accessible.

In the first execution everything is correct, the "Globals" node exists and is added to the tree by the character.
The problem begins when the scene restarts.
Console info:

SceneTree in the first execution:


In attached project open the scene "src/levels/Level01.tscn" and execute.