### 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)

if (codegen.function_node && codegen.function_node->is_static) {
		return false;
	}
	if (_is_local_or_parameter(codegen, p_name)) {
		return false; 
	}
	return _is_class_member_property(codegen.script, p_name);
}
bool GDScriptCompiler::_is_class_member_property(GDScript *owner, const StringName &p_name) {
	GDScript *scr = owner;
	GDScriptNativeClass *nc = nullptr;
	while (scr) {
		if (scr->native.is_valid()) {
			nc = scr->native.ptr();
		}
		scr = scr->_base;
	}
	ERR_FAIL_COND_V(!nc, false);
	return ClassDB::has_property(nc->get_name(), p_name);
}
bool GDScriptCompiler::_is_local_or_parameter(CodeGen &codegen, const StringName &p_name) {
	return codegen.parameters.has(p_name) || codegen.locals.has(p_name);
}
void GDScriptCompiler::_set_error(const String &p_error, const GDScriptParser::Node *p_node) {