Conditions that cause memory leaks

Godot Version

4.3

Question

Browsing through document in Godot, so far, I found RefCounted — Godot Engine (stable) documentation in English which mentioned

RefCounted instances caught in a cyclic reference will not be freed automatically. For example, if a node holds a reference to instance A, which directly or indirectly holds a reference back to A, A’s reference count will be 2. Destruction of the node will leave A dangling with a reference count of 1, and there will be a memory leak.

This is one example that I am aware of, but are there other cases that memory leaks could occur? What are some of these conditions in Godot that I should watch out for closely?

Unparent a node and lose their reference before freeing him, if you do it basically you’ll have a memory leak because you can’t delete this node anymore.