### Godot version

master (95ce236b7d6a70a06ecc13fb08d48da90ed98430)

### System information

Windows 11, Vulkan Mobile, NVidia RTX 3070 TI

### Issue description

Gdscript is now crashing when a default argument of type array occurs:

```gdscript
func _ready():
	# This works
	test([1, 1, 1])
        
	# This crashes
	test()
	
func test(array := [1, 2, 3]):
	print("array is ", array)
```

### Steps to reproduce

The code snippet above is enough to produce the issue. Bisecting the repository indicates the issue was introduced by https://github.com/godotengine/godot/commit/a1d06749f18c3f47c6443ece2ec625d8ee5f1761.


### Minimal reproduction project

[DefaultArrayCrash.zip](https://github.com/godotengine/godot/files/10357164/DefaultArrayCrash.zip)

PlaceHolderScriptInstance *psi = static_cast<PlaceHolderScriptInstance *>(si);
				if (p_script->is_tool()) {
					
					p_script->placeholders.erase(psi); 
					GDScriptInstance *instance = memnew(GDScriptInstance);
					instance->base_ref_counted = Object::cast_to<RefCounted>(E->get());
					instance->members.resize(p_script->member_indices.size());
					instance->script = Ref<GDScript>(p_script);
					instance->owner = E->get();
					
					for (const KeyValue<StringName, GDScript::MemberInfo> &F : p_script->member_indices) {
						instance->member_indices_cache[F.key] = F.value.index;
					}
					instance->owner->set_script_instance(instance);
					
					Callable::CallError ce;
					p_script->initializer->call(instance, nullptr, 0, ce);
					if (ce.error != Callable::CallError::CALL_OK) {
						
					}
				}
#endif
			} else {
				GDScriptInstance *gi = static_cast<GDScriptInstance *>(si);
				gi->reload_members();
			}
			E = N;
		}
	}
#endif