### Godot version

4.0.beta.11

### System information

windos10

### Issue description

Just touch 'godot' and make a demo while learning.
After `beta. 11` was released, I tested my Demo on the new version, and it flashed back frequently without any sign. I searched for a long time and didn't find the reason.




### Steps to reproduce

This code runs normally from `beta.5` to `beta.10`, and flashes back frequently and irregularly on `beta.11`.

## beta.11
![1](https://user-images.githubusercontent.com/78600221/211737226-5eafb3fc-8982-4562-acd7-2d769e065039.gif)

## beta.10
![22](https://user-images.githubusercontent.com/78600221/211738095-ec303429-abd9-4fc0-99b9-21347d69cd03.gif)




### Minimal reproduction project



function->_lambdas_count = lambdas_map.size();
		for (const KeyValue<GDScriptFunction *, int> &E : lambdas_map) {
			function->lambdas.write[E.value] = E.key;
		}
	} else {
		function->_lambdas_ptr = nullptr;
		function->_lambdas_count = 0;
	}
	if (debug_stack) {
		function->stack_debug = stack_debug;
	}
	function->_stack_size = RESERVED_STACK + max_locals + temporaries.size();
	function->_instruction_args_size = instr_args_max;
	function->_ptrcall_args_size = ptrcall_max;
	ended = true;
	return function;
}
#ifdef DEBUG_ENABLED
void GDScriptByteCodeGenerator::set_signature(const String &p_signature) {
	function->profile.signature = p_signature;
}
#endif
void GDScriptByteCodeGenerator::set_initial_line(int p_line) {
	function->_initial_line = p_line;
}
#define HAS_BUILTIN_TYPE(m_var) \
	(m_var.type.has_type && m_var.type.kind == GDScriptDataType::BUILTIN)
#define IS_BUILTIN_TYPE(m_var, m_type) \
	(m_var.type.has_type && m_var.type.kind == GDScriptDataType::BUILTIN && m_var.type.builtin_type == m_type)
void GDScriptByteCodeGenerator::write_type_adjust(const Address &p_target, Variant::Type p_new_type) {