Quick answer: Disconnect in _exit_tree, or rely on connections to self that Godot auto-cleans, or use CONNECT_ONE_SHOT for one-time handlers so the bus never retains freed nodes.
A signal bus autoload outlives the scenes that connect to it. A node that connects but never disconnects stays referenced by the bus after queue_free, leaking memory and producing errors when the signal fires.
How to fix it
1. Disconnect in _exit_tree
When the node leaves the tree, disconnect every signal it bound on the autoload bus so the bus drops its reference to the soon-to-be-freed node.
2. Prefer one-shot for transient handlers
For a handler that should fire once, connect with CONNECT_ONE_SHOT so Godot removes the connection automatically after the first emission.
3. Bind callables to self where possible
Connecting a signal to a method on a node makes Godot drop the connection when that node is freed, reducing the manual disconnection you must remember.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.