### Godot version

4.0 Beta 11 to 13

### System information

Windows 10

### Issue description

When trying to upgrade from Beta 10 one of my projects would immediately crash when opening the editor, with no error in the console which also crashed. I managed to isolate it to this enum:

```
enum { # Directions, clockwise, powers of 100, each direction gets 2 digits, allowing 100 terrains
	CENTER = 01,
	NORTH = 0100, # -Z
	NORTH_EAST = 010000,
	EAST = 01000000, # +X
	SOUTH_EAST = 0100000000,
	SOUTH = 010000000000, # +Z
	SOUTH_WEST = 01000000000000,
	WEST = 0100000000000000, # -X
	NORTH_WEST = 010000000000000000,
	ALL = 010101010101010101,
	ALL_CORNERS = NORTH_EAST + SOUTH_EAST + SOUTH_WEST + NORTH_WEST,
}
```

With this last line causing the crash:
`ALL_CORNERS = NORTH_EAST + SOUTH_EAST + SOUTH_WEST + NORTH_WEST,`

This worked in all the betas I've used up to and including Beta 10


### Steps to reproduce

Copy and paste that enum into a script, and save. Simply having a script with this enum will cause the editor to crash, the script doesn't need to be used anywhere.

### Minimal reproduction project

N/A
push_error(vformat(R"(Could not resolve class "%s".)", p_class->fqcn), p_source);
			}
			return;
		}
		p_class->resolved_interface = true;
		if (resolve_class_inheritance(p_class) != OK) {
			return;
		}
		GDScriptParser::DataType base_type = p_class->base_type;
		if (base_type.kind == GDScriptParser::DataType::CLASS) {
			GDScriptParser::ClassNode *base_class = base_type.class_type;
			resolve_class_interface(base_class, p_class);
		}
		for (int i = 0; i < p_class->members.size(); i++) {
			resolve_class_member(p_class, i);
		}
	}
}
void GDScriptAnalyzer::resolve_class_interface(GDScriptParser::ClassNode *p_class, bool p_recursive) {
	resolve_class_interface(p_class);
	if (p_recursive) {
		for (int i = 0; i < p_class->members.size(); i++) {
			GDScriptParser::ClassNode::Member member = p_class->members[i];
			if (member.type == GDScriptParser::ClassNode::Member::CLASS) {
				resolve_class_interface(member.m_class, true);
			}
		}
	}
}
void GDScriptAnalyzer::resolve_class_body(GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_source) {