### 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)

minfo.index = p_script->member_indices.size();
				switch (variable->property) {
					case GDScriptParser::VariableNode::PROP_NONE:
						break; 
					case GDScriptParser::VariableNode::PROP_SETGET:
						if (variable->setter_pointer != nullptr) {
							minfo.setter = variable->setter_pointer->name;
						}
						if (variable->getter_pointer != nullptr) {
							minfo.getter = variable->getter_pointer->name;
						}
						break;
					case GDScriptParser::VariableNode::PROP_INLINE:
						if (variable->setter != nullptr) {
							minfo.setter = "@" + variable->identifier->name + "_setter";
						}
						if (variable->getter != nullptr) {
							minfo.getter = "@" + variable->identifier->name + "_getter";
						}
						break;
				}
				minfo.data_type = _gdtype_from_datatype(variable->get_datatype(), p_script);
				PropertyInfo prop_info = minfo.data_type;
				prop_info.name = name;
				PropertyInfo export_info = variable->export_info;
				if (variable->exported) {
					if (!minfo.data_type.has_type) {
						prop_info.type = export_info.type;
						prop_info.class_name = export_info.class_name;
					}