### Godot version

Beta 17, master

### System information

Windows 11

### Issue description

Godot gets a hard crash while attempting to code-complete for member `const` of a class.

### Steps to reproduce

```GDScript
enum E { V1 }

const e := E
```

And then type a `.` after the last `E`, which triggers code hints/auto-completion for subscripts based on `E` and causes a hard crash.

Does not happen for `var e := E.V1`.

### Minimal reproduction project

See above.
push_error(vformat(R"(Could not resolve script "%s": %s.)", script_path, error_names[err]), p_source);
			return;
		}
		ERR_FAIL_COND_MSG(!parser_ref->get_parser()->has_class(p_class), 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_body(p_class);
		if (other_parser->errors.size() > error_count) {
			push_error(vformat(R"(Could not resolve class "%s".)", p_class->fqcn), p_source);
		}
		return;
	}
	p_class->resolved_body = true;
	GDScriptParser::ClassNode *previous_class = parser->current_class;
	parser->current_class = p_class;
	resolve_class_interface(p_class, p_source);
	GDScriptParser::DataType base_type = p_class->base_type;
	if (base_type.kind == GDScriptParser::DataType::CLASS) {
		GDScriptParser::ClassNode *base_class = base_type.class_type;
		resolve_class_body(base_class, p_class);
	}
	
	for (int i = 0; i < p_class->members.size(); i++) {
		GDScriptParser::ClassNode::Member member = p_class->members[i];
		if (member.type == GDScriptParser::ClassNode::Member::FUNCTION) {
			
			for (GDScriptParser::AnnotationNode *&E : member.function->annotations) {
				resolve_annotation(E);
				E->apply(parser, member.function);