### 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 (!p_arg_type.has_type) {
		return false;
	}
	if (p_par_type.type == Variant::NIL) {
		return false;
	}
	if (p_par_type.type == Variant::OBJECT) {
		if (p_arg_type.kind == GDScriptDataType::BUILTIN) {
			return false;
		}
		StringName class_name;
		if (p_arg_type.kind == GDScriptDataType::NATIVE) {
			class_name = p_arg_type.native_type;
		} else {
			class_name = p_arg_type.native_type == StringName() ? p_arg_type.script_type->get_instance_base_type() : p_arg_type.native_type;
		}
		return p_par_type.class_name == class_name || ClassDB::is_parent_class(class_name, p_par_type.class_name);
	} else {
		if (p_arg_type.kind != GDScriptDataType::BUILTIN) {
			return false;
		}
		return p_par_type.type == p_arg_type.builtin_type;
	}
}
static bool _have_exact_arguments(const MethodBind *p_method, const Vector<GDScriptCodeGenerator::Address> &p_arguments) {