### 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
reduce_cast(static_cast<GDScriptParser::CastNode *>(p_expression));
			break;
		case GDScriptParser::Node::DICTIONARY:
			reduce_dictionary(static_cast<GDScriptParser::DictionaryNode *>(p_expression));
			break;
		case GDScriptParser::Node::GET_NODE:
			reduce_get_node(static_cast<GDScriptParser::GetNodeNode *>(p_expression));
			break;
		case GDScriptParser::Node::IDENTIFIER:
			reduce_identifier(static_cast<GDScriptParser::IdentifierNode *>(p_expression));
			break;
		case GDScriptParser::Node::LAMBDA:
			reduce_lambda(static_cast<GDScriptParser::LambdaNode *>(p_expression));
			break;
		case GDScriptParser::Node::LITERAL:
			reduce_literal(static_cast<GDScriptParser::LiteralNode *>(p_expression));
			break;
		case GDScriptParser::Node::PRELOAD:
			reduce_preload(static_cast<GDScriptParser::PreloadNode *>(p_expression));
			break;
		case GDScriptParser::Node::SELF:
			reduce_self(static_cast<GDScriptParser::SelfNode *>(p_expression));
			break;
		case GDScriptParser::Node::SUBSCRIPT:
			reduce_subscript(static_cast<GDScriptParser::SubscriptNode *>(p_expression));
			break;
		case GDScriptParser::Node::TERNARY_OPERATOR:
			reduce_ternary_op(static_cast<GDScriptParser::TernaryOpNode *>(p_expression));
			break;
		case GDScriptParser::Node::UNARY_OPERATOR: