### 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



}
	if (!temporaries_pool.has(temp_type)) {
		temporaries_pool[temp_type] = List<int>();
	}
	List<int> &pool = temporaries_pool[temp_type];
	if (pool.is_empty()) {
		StackSlot new_temp(temp_type);
		int idx = temporaries.size();
		pool.push_back(idx);
		temporaries.push_back(new_temp);
	}
	int slot = pool.front()->get();
	pool.pop_front();
	used_temporaries.push_back(slot);
	return slot;
}
void GDScriptByteCodeGenerator::pop_temporary() {
	ERR_FAIL_COND(used_temporaries.is_empty());
	int slot_idx = used_temporaries.back()->get();
	const StackSlot &slot = temporaries[slot_idx];
	temporaries_pool[slot.type].push_back(slot_idx);
	used_temporaries.pop_back();
}
void GDScriptByteCodeGenerator::start_parameters() {
	if (function->_default_arg_count > 0) {
		append(GDScriptFunction::OPCODE_JUMP_TO_DEF_ARGUMENT);
		function->default_arguments.push_back(opcodes.size());
	}
}
void GDScriptByteCodeGenerator::end_parameters() {