### 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_source.kind == GDScriptParser::DataType::BUILTIN && p_source.builtin_type == Variant::NIL) {
		
		return true;
	}
	StringName src_native;
	Ref<Script> src_script;
	const GDScriptParser::ClassNode *src_class = nullptr;
	switch (p_source.kind) {
		case GDScriptParser::DataType::NATIVE:
			if (p_target.kind != GDScriptParser::DataType::NATIVE) {
				
				return false;
			}
			if (p_source.is_meta_type) {
				src_native = GDScriptNativeClass::get_class_static();
			} else {
				src_native = p_source.native_type;
			}
			break;
		case GDScriptParser::DataType::SCRIPT:
			if (p_target.kind == GDScriptParser::DataType::CLASS) {
				
				return false;
			}
			if (p_source.is_meta_type) {
				src_native = p_source.script_type->get_class_name();
			} else {
				src_script = p_source.script_type;
				src_native = src_script->get_instance_base_type();
			}