### 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 (HAS_BUILTIN_TYPE(p_source) && Variant::get_member_validated_getter(p_source.type.builtin_type, p_name)) {
		Variant::ValidatedGetter getter = Variant::get_member_validated_getter(p_source.type.builtin_type, p_name);
		append_opcode(GDScriptFunction::OPCODE_GET_NAMED_VALIDATED);
		append(p_source);
		append(p_target);
		append(getter);
		return;
	}
	append_opcode(GDScriptFunction::OPCODE_GET_NAMED);
	append(p_source);
	append(p_target);
	append(p_name);
}
void GDScriptByteCodeGenerator::write_set_member(const Address &p_value, const StringName &p_name) {
	append_opcode(GDScriptFunction::OPCODE_SET_MEMBER);
	append(p_value);
	append(p_name);
}
void GDScriptByteCodeGenerator::write_get_member(const Address &p_target, const StringName &p_name) {
	append_opcode(GDScriptFunction::OPCODE_GET_MEMBER);
	append(p_target);
	append(p_name);
}
void GDScriptByteCodeGenerator::write_assign_with_conversion(const Address &p_target, const Address &p_source) {