### 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
#ifdef DEBUG_ENABLED
		HashSet<uint32_t> previously_ignored = parser->ignored_warning_codes;
		for (uint32_t ignored_warning : stmt->ignored_warnings) {
			parser->ignored_warning_codes.insert(ignored_warning);
		}
#endif 
		resolve_node(stmt);
#ifdef DEBUG_ENABLED
		parser->ignored_warning_codes = previously_ignored;
#endif 
		decide_suite_type(p_suite, stmt);
	}
}
void GDScriptAnalyzer::resolve_assignable(GDScriptParser::AssignableNode *p_assignable, const char *p_kind) {
	GDScriptParser::DataType type;
	type.kind = GDScriptParser::DataType::VARIANT;
	bool is_constant = p_assignable->type == GDScriptParser::Node::CONSTANT;
	GDScriptParser::DataType specified_type;
	bool has_specified_type = p_assignable->datatype_specifier != nullptr;
	if (has_specified_type) {
		specified_type = type_from_metatype(resolve_datatype(p_assignable->datatype_specifier));
		type = specified_type;
	}
	if (p_assignable->initializer != nullptr) {
		reduce_expression(p_assignable->initializer);
		if (p_assignable->initializer->type == GDScriptParser::Node::ARRAY) {
			GDScriptParser::ArrayNode *array = static_cast<GDScriptParser::ArrayNode *>(p_assignable->initializer);
			if ((p_assignable->infer_datatype && array->elements.size() > 0) || (has_specified_type && specified_type.has_container_element_type())) {
				update_array_literal_element_type(specified_type, array);
			}