### Godot version

4.0.beta.11

### System information

windos10

### Issue description

Just touch 'godot' and make a demo while learning.
After `beta. 11` was released, I tested my Demo on the new version, and it flashed back frequently without any sign. I searched for a long time and didn't find the reason.




### Steps to reproduce

This code runs normally from `beta.5` to `beta.10`, and flashes back frequently and irregularly on `beta.11`.

## beta.11
![1](https://user-images.githubusercontent.com/78600221/211737226-5eafb3fc-8982-4562-acd7-2d769e065039.gif)

## beta.10
![22](https://user-images.githubusercontent.com/78600221/211738095-ec303429-abd9-4fc0-99b9-21347d69cd03.gif)




### Minimal reproduction project



append(p_source);
			append(idx);
		} break;
		default: {
			ERR_PRINT("Compiler bug: unresolved assign.");
			
			append_opcode(GDScriptFunction::OPCODE_ASSIGN);
			append(p_target);
			append(p_source);
		}
	}
}
void GDScriptByteCodeGenerator::write_assign(const Address &p_target, const Address &p_source) {
	if (p_target.type.kind == GDScriptDataType::BUILTIN && p_target.type.builtin_type == Variant::ARRAY && p_target.type.has_container_element_type()) {
		append_opcode(GDScriptFunction::OPCODE_ASSIGN_TYPED_ARRAY);
		append(p_target);
		append(p_source);
	} else if (p_target.type.kind == GDScriptDataType::BUILTIN && p_source.type.kind == GDScriptDataType::BUILTIN && p_target.type.builtin_type != p_source.type.builtin_type) {
		
		append_opcode(GDScriptFunction::OPCODE_ASSIGN_TYPED_BUILTIN);
		append(p_target);
		append(p_source);
		append(p_target.type.builtin_type);
	} else {
		append_opcode(GDScriptFunction::OPCODE_ASSIGN);
		append(p_target);
		append(p_source);
	}
}
void GDScriptByteCodeGenerator::write_assign_true(const Address &p_target) {