### Godot version

4.0.beta.11

### System information

windos10

### Issue description

Just touch 'godot' and make a demo while learning.
After `beta. 11` was released, I tested my Demo on the new version, and it flashed back frequently without any sign. I searched for a long time and didn't find the reason.




### Steps to reproduce

This code runs normally from `beta.5` to `beta.10`, and flashes back frequently and irregularly on `beta.11`.

## beta.11
![1](https://user-images.githubusercontent.com/78600221/211737226-5eafb3fc-8982-4562-acd7-2d769e065039.gif)

## beta.10
![22](https://user-images.githubusercontent.com/78600221/211738095-ec303429-abd9-4fc0-99b9-21347d69cd03.gif)




### Minimal reproduction project



if (arg_types[j] != Variant::get_constructor_argument_type(p_type, i, j)) {
					types_correct = false;
					break;
				}
			}
			if (types_correct) {
				valid_constructor = i;
				break;
			}
		}
		if (valid_constructor >= 0) {
			append_opcode_and_argcount(GDScriptFunction::OPCODE_CONSTRUCT_VALIDATED, 1 + p_arguments.size());
			for (int i = 0; i < p_arguments.size(); i++) {
				append(p_arguments[i]);
			}
			append(get_call_target(p_target));
			append(p_arguments.size());
			append(Variant::get_validated_constructor(p_type, valid_constructor));
			return;
		}
	}
	append_opcode_and_argcount(GDScriptFunction::OPCODE_CONSTRUCT, 1 + p_arguments.size());
	for (int i = 0; i < p_arguments.size(); i++) {
		append(p_arguments[i]);
	}
	append(get_call_target(p_target));
	append(p_arguments.size());
	append(p_type);
}
void GDScriptByteCodeGenerator::write_construct_array(const Address &p_target, const Vector<Address> &p_arguments) {