### 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
}
		Error err = parser_ref->raise_status(GDScriptParserRef::PARSED);
		if (err) {
			push_error(vformat(R"(Could not parse script "%s": %s.)", script_path, error_names[err]), p_source);
			return ERR_PARSE_ERROR;
		}
		ERR_FAIL_COND_V_MSG(!parser_ref->get_parser()->has_class(p_class), ERR_PARSE_ERROR, R"(Parser bug: Mismatched external parser.)");
		GDScriptAnalyzer *other_analyzer = parser_ref->get_analyzer();
		GDScriptParser *other_parser = parser_ref->get_parser();
		int error_count = other_parser->errors.size();
		other_analyzer->resolve_class_inheritance(p_class);
		if (other_parser->errors.size() > error_count) {
			push_error(vformat(R"(Could not resolve inheritance for class "%s".)", p_class->fqcn), p_source);
			return ERR_PARSE_ERROR;
		}
		return OK;
	}
	GDScriptParser::ClassNode *previous_class = parser->current_class;
	parser->current_class = p_class;
	if (p_class->identifier) {
		StringName class_name = p_class->identifier->name;
		if (GDScriptParser::get_builtin_type(class_name) < Variant::VARIANT_MAX) {
			push_error(vformat(R"(Class "%s" hides a built-in type.)", class_name), p_class->identifier);
		} else if (class_exists(class_name)) {
			push_error(vformat(R"(Class "%s" hides a native class.)", class_name), p_class->identifier);
		} else if (ScriptServer::is_global_class(class_name) && (ScriptServer::get_global_class_path(class_name) != parser->script_path || p_class != parser->head)) {
			push_error(vformat(R"(Class "%s" hides a global script class.)", class_name), p_class->identifier);
		} else if (ProjectSettings::get_singleton()->has_autoload(class_name) && ProjectSettings::get_singleton()->get_autoload(class_name).is_singleton) {
			push_error(vformat(R"(Class "%s" hides an autoload singleton.)", class_name), p_class->identifier);
		}