### 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
case Variant::DICTIONARY:
							case Variant::VARIANT_MAX:
								break;
						}
						if (error) {
							push_error(vformat(R"(Invalid index type "%s" for a base of type "%s".)", index_type.to_string(), base_type.to_string()), p_subscript->index);
						}
					}
				} else if (base_type.kind != GDScriptParser::DataType::BUILTIN && !index_type.is_variant()) {
					if (index_type.builtin_type != Variant::STRING && index_type.builtin_type != Variant::STRING_NAME) {
						push_error(vformat(R"(Only String or StringName can be used as index for type "%s", but received a "%s".)", base_type.to_string(), index_type.to_string()), p_subscript->index);
					}
				}
				
				result_type.builtin_type = Variant::NIL;
				result_type.kind = GDScriptParser::DataType::BUILTIN;
				result_type.type_source = base_type.is_hard_type() ? GDScriptParser::DataType::ANNOTATED_INFERRED : GDScriptParser::DataType::INFERRED;
				if (base_type.kind != GDScriptParser::DataType::BUILTIN) {
					base_type.builtin_type = Variant::OBJECT;
				}
				switch (base_type.builtin_type) {
					
					case Variant::RID:
					case Variant::BOOL:
					case Variant::CALLABLE:
					case Variant::FLOAT:
					case Variant::INT:
					case Variant::NIL:
					case Variant::NODE_PATH: