### Godot version

Godot 4.0 Beta 11 x64 Linux Official

### System information

Linux Mint 21.1 Cinnamon 64Bit Linux OS

### Issue description

Hi,

On Godot 4.0 Beta 10 everything was OK.
On new Godot 4.0 Beta 11, our game does not run?

Getting strange errors like below:
```
for index in range(0, 4):
	InterfaceCore.Icons.IconAnimationTimer[index] = -1
# Parser Error: Could not resolve member "Icons": Cyclic reference.
```

Any ideas?

### Steps to reproduce

Reproducible when running game on Godot 4.0 Beta 11 x64 Linux version.

### Minimal reproduction project

https://github.com/BetaMaxHero/GDScript_Godot_4_T-Story
gen->write_call_ptrcall(result, GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::SELF), get_node_method, args);
			return result;
		} break;
		case GDScriptParser::Node::PRELOAD: {
			const GDScriptParser::PreloadNode *preload = static_cast<const GDScriptParser::PreloadNode *>(p_expression);
			
			return codegen.add_constant(preload->resource);
		} break;
		case GDScriptParser::Node::AWAIT: {
			const GDScriptParser::AwaitNode *await = static_cast<const GDScriptParser::AwaitNode *>(p_expression);
			GDScriptCodeGenerator::Address result = codegen.add_temporary(_gdtype_from_datatype(p_expression->get_datatype(), codegen.script));
			within_await = true;
			GDScriptCodeGenerator::Address argument = _parse_expression(codegen, r_error, await->to_await);
			within_await = false;
			if (r_error) {
				return GDScriptCodeGenerator::Address();
			}
			gen->write_await(result, argument);
			if (argument.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
				gen->pop_temporary();
			}
			return result;
		} break;
		
		case GDScriptParser::Node::SUBSCRIPT: {
			const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(p_expression);
			GDScriptCodeGenerator::Address result = codegen.add_temporary(_gdtype_from_datatype(subscript->get_datatype(), codegen.script));
			GDScriptCodeGenerator::Address base = _parse_expression(codegen, r_error, subscript->base);
			if (r_error) {
				return GDScriptCodeGenerator::Address();