### 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 (is_base && !base.is_meta_type) {
						p_identifier->set_datatype(member.get_datatype());
						p_identifier->source = GDScriptParser::IdentifierNode::MEMBER_SIGNAL;
						return;
					}
				} break;
				case GDScriptParser::ClassNode::Member::FUNCTION: {
					if (is_base && !base.is_meta_type) {
						p_identifier->set_datatype(make_callable_type(member.function->info));
						return;
					}
				} break;
				case GDScriptParser::ClassNode::Member::CLASS: {
					reduce_identifier_from_base_set_class(p_identifier, member.get_datatype());
					return;
				}
				default: {
					
				}
			}
		}
		if (is_base) {
			is_base = script_class->base_type.class_type != nullptr;
			if (!is_base && p_base != nullptr) {
				break;
			}
		}
	}
	
	const StringName &native = base.native_type;