### 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
}
void GDScriptAnalyzer::resolve_function_signature(GDScriptParser::FunctionNode *p_function, const GDScriptParser::Node *p_source, bool p_is_lambda) {
	if (p_source == nullptr) {
		p_source = p_function;
	}
	StringName function_name = p_function->identifier != nullptr ? p_function->identifier->name : StringName();
	if (p_function->get_datatype().is_resolving()) {
		push_error(vformat(R"(Could not resolve function "%s": Cyclic reference.)", function_name), p_source);
		return;
	}
	if (p_function->resolved_signature) {
		return;
	}
	p_function->resolved_signature = true;
	GDScriptParser::FunctionNode *previous_function = parser->current_function;
	parser->current_function = p_function;
	GDScriptParser::DataType prev_datatype = p_function->get_datatype();
	GDScriptParser::DataType resolving_datatype;
	resolving_datatype.kind = GDScriptParser::DataType::RESOLVING;