How to deal with Editor-only Modules in non-Editor build targets?

I tried to fix it by moving the code dependent on “UnrealEd” to yet another module, let’s call this module “PluginEditor”.

So now my plugin has two modules - “PluginRuntime” and “PluginEditor”

and [plugin].uplugin contains:

"Modules": [
	{
		"Name": "PluginEditor",
		"Type": "Editor",
		"LoadingPhase": "PreDefault"
	},
	{
		"Name": "PluginRuntime",
		"Type": "Runtime",
		"LoadingPhase": "Default"
	}
]

[project].Build.cs contains:

PrivateDependencyModuleNames.AddRange(new string[]{"PluginCore",});

PluginCore.Build.cs contains:

PrivateDependencyModuleNames.AddRange(new string[]{"PluginEditor",});

and PluginEditor.Build.cs contains:

PrivateDependencyModuleNames.AddRange(new string[]{"UnrealEd",});

According to Plugins in Unreal Engine | Unreal Engine 5.2 Documentation
this now should build in the Shipping, right? Right???
NO, it doesn’t, at least not for me:

Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> PluginCore.Build.cs -> PluginEditor.Build.cs)

(toooo bad…)

I have no idea what I’m doing wrong.
Feeling hopeless at this point.