### Godot version

master (95ce236b7d6a70a06ecc13fb08d48da90ed98430)

### System information

Windows 11, Vulkan Mobile, NVidia RTX 3070 TI

### Issue description

Gdscript is now crashing when a default argument of type array occurs:

```gdscript
func _ready():
	# This works
	test([1, 1, 1])
        
	# This crashes
	test()
	
func test(array := [1, 2, 3]):
	print("array is ", array)
```

### Steps to reproduce

The code snippet above is enough to produce the issue. Bisecting the repository indicates the issue was introduced by https://github.com/godotengine/godot/commit/a1d06749f18c3f47c6443ece2ec625d8ee5f1761.


### Minimal reproduction project

[DefaultArrayCrash.zip](https://github.com/godotengine/godot/files/10357164/DefaultArrayCrash.zip)

if (within_await) {
								gen->write_call_async(return_addr, self, call->function_name, arguments);
							} else {
								gen->write_call(return_addr, self, call->function_name, arguments);
							}
						} else {
							if (within_await) {
								gen->write_call_self_async(return_addr, call->function_name, arguments);
							} else {
								gen->write_call_self(return_addr, call->function_name, arguments);
							}
						}
					} else if (callee->type == GDScriptParser::Node::SUBSCRIPT) {
						const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);
						if (subscript->is_attribute) {
							
							if (!call->is_super && subscript->base->type == GDScriptParser::Node::IDENTIFIER && GDScriptParser::get_builtin_type(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name) < Variant::VARIANT_MAX) {
								gen->write_call_builtin_type_static(return_addr, GDScriptParser::get_builtin_type(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name), subscript->attribute->name, arguments);
							} else if (!call->is_super && subscript->base->type == GDScriptParser::Node::IDENTIFIER && call->function_name != SNAME("new") &&
									ClassDB::class_exists(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name) && !Engine::get_singleton()->has_singleton(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name)) {
								
								gen->write_call_native_static(return_addr, static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name, subscript->attribute->name, arguments);
							} else {
								GDScriptCodeGenerator::Address base = _parse_expression(codegen, r_error, subscript->base);
								if (r_error) {
									return GDScriptCodeGenerator::Address();
								}
								if (within_await) {
									gen->write_call_async(return_addr, base, call->function_name, arguments);
								} else if (base.type.has_type && base.type.kind != GDScriptDataType::BUILTIN) {