### Godot version

929ee6117

### System information

Ubuntu 22.10 - AMD RX 470, Gnome shell 43 X11

### Issue description

Similar to #72649
```
scons -j2 dev_build=yes target=editor use_asan=yes use_ubsan=yes linker=gold module_basis_universal_enabled=no module_bmp_enabled=no module_camera_enabled=no module_csg_enabled=no module_cvtt_enabled=no module_dds_enabled=no module_denoise_enabled=no module_enet_enabled=no module_etcpak_enabled=no brotli=no module_gltf_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jpg_enabled=no module_jsonrpc_enabled=no module_lightmapper_rd_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_noise_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_regex_enabled=no module_squish_enabled=no graphite=no module_text_server_adv_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webp_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_xatlas_unwrap_enabled=no
```
fails to compile Godot:
```
 Ranlib Library core/libcore.linuxbsd.editor.dev.x86_64.san.a ...
Linking Program bin/godot.linuxbsd.editor.dev.x86_64.san ...
modules/gdscript/gdscript_analyzer.cpp:2621: error: undefined reference to 'ProjectConverter3To4::gdscript_properties_renames'
modules/gdscript/gdscript_analyzer.cpp:2626: error: undefined reference to 'ProjectConverter3To4::enum_renames'
modules/gdscript/gdscript_analyzer.cpp:2631: error: undefined reference to 'ProjectConverter3To4::color_renames'
modules/gdscript/gdscript_analyzer.cpp:2636: error: undefined reference to 'ProjectConverter3To4::class_renames'
modules/gdscript/gdscript_analyzer.cpp:2640: error: undefined reference to 'ProjectConverter3To4::builtin_types_renames'
modules/gdscript/gdscript_analyzer.cpp:2643: error: undefined reference to 'ProjectConverter3To4::gdscript_function_renames'
modules/gdscript/gdscript_analyzer.cpp:2649: error: undefined reference to 'ProjectConverter3To4::builtin_types_renames'
collect2: error: ld returned 1 exit status
```

### Steps to reproduce

Above

### Minimal reproduction project

N/A
#endif
	OS::get_singleton()->print("  --remote-debug <uri>              Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
#if defined(DEBUG_ENABLED)
	OS::get_singleton()->print("  --debug-collisions                Show collision shapes when running the scene.\n");
	OS::get_singleton()->print("  --debug-paths                     Show path lines when running the scene.\n");
	OS::get_singleton()->print("  --debug-navigation                Show navigation polygons when running the scene.\n");
	OS::get_singleton()->print("  --debug-stringnames               Print all StringName allocations to stdout when the engine quits.\n");
#endif
	OS::get_singleton()->print("  --frame-delay <ms>                Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
	OS::get_singleton()->print("  --time-scale <scale>              Force time scale (higher values are faster, 1.0 is normal speed).\n");
	OS::get_singleton()->print("  --disable-vsync                   Forces disabling of vertical synchronization, even if enabled in the project settings. Does not override driver-level V-Sync enforcement.\n");
	OS::get_singleton()->print("  --disable-render-loop             Disable render loop so rendering only occurs when called explicitly from script.\n");
	OS::get_singleton()->print("  --disable-crash-handler           Disable crash handler when supported by the platform code.\n");
	OS::get_singleton()->print("  --fixed-fps <fps>                 Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
	OS::get_singleton()->print("  --print-fps                       Print the frames per second to the stdout.\n");
	OS::get_singleton()->print("\n");
	OS::get_singleton()->print("Standalone tools:\n");
	OS::get_singleton()->print("  -s, --script <script>             Run a script.\n");
	OS::get_singleton()->print("  --check-only                      Only parse for errors and quit (use with --script).\n");
#ifdef TOOLS_ENABLED
	OS::get_singleton()->print("  --export-release <preset> <path>  Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");
	OS::get_singleton()->print("                                    <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n");
	OS::get_singleton()->print("                                    The target directory must exist.\n");
	OS::get_singleton()->print("  --export-debug <preset> <path>    Export the project in debug mode using the given preset and output path. See --export-release description for other considerations.\n");
	OS::get_singleton()->print("  --export-pack <preset> <path>     Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.\n");
	OS::get_singleton()->print("  --convert-3to4 [<max_file_kb>] [<max_line_size>]\n");
	OS::get_singleton()->print("                                    Converts project from Godot 3.x to Godot 4.x.\n");
	OS::get_singleton()->print("  --validate-conversion-3to4 [<max_file_kb>] [<max_line_size>]\n");
	OS::get_singleton()->print("                                    Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\n");
	OS::get_singleton()->print("  --doctool [<path>]                Dump the engine API reference to the given <path> (defaults to current dir) in XML format, merging if existing files are found.\n");