### 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
if (p_match_pattern->dictionary[i].value_pattern) {
					resolve_match_pattern(p_match_pattern->dictionary[i].value_pattern, nullptr);
					decide_suite_type(p_match_pattern, p_match_pattern->dictionary[i].value_pattern);
				}
			}
			result = p_match_pattern->get_datatype();
			break;
		case GDScriptParser::PatternNode::PT_WILDCARD:
		case GDScriptParser::PatternNode::PT_REST:
			result.kind = GDScriptParser::DataType::VARIANT;
			break;
	}
	p_match_pattern->set_datatype(result);
}
void GDScriptAnalyzer::resolve_return(GDScriptParser::ReturnNode *p_return) {
	GDScriptParser::DataType result;
	GDScriptParser::DataType expected_type;
	bool has_expected_type = false;
	if (parser->current_function != nullptr) {
		expected_type = parser->current_function->get_datatype();
		has_expected_type = true;
	}
	if (p_return->return_value != nullptr) {
		reduce_expression(p_return->return_value);
		if (p_return->return_value->type == GDScriptParser::Node::ARRAY) {
			
			if (has_expected_type && expected_type.has_container_element_type() && p_return->return_value->type == GDScriptParser::Node::ARRAY) {
				update_array_literal_element_type(expected_type, static_cast<GDScriptParser::ArrayNode *>(p_return->return_value));
			}
		}