### 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
return false;
}
bool GDScriptAnalyzer::function_signature_from_info(const MethodInfo &p_info, GDScriptParser::DataType &r_return_type, List<GDScriptParser::DataType> &r_par_types, int &r_default_arg_count, bool &r_static, bool &r_vararg) {
	r_return_type = type_from_property(p_info.return_val);
	r_default_arg_count = p_info.default_arguments.size();
	r_vararg = (p_info.flags & METHOD_FLAG_VARARG) != 0;
	r_static = (p_info.flags & METHOD_FLAG_STATIC) != 0;
	for (const PropertyInfo &E : p_info.arguments) {
		r_par_types.push_back(type_from_property(E, true));
	}
	return true;
}
bool GDScriptAnalyzer::validate_call_arg(const MethodInfo &p_method, const GDScriptParser::CallNode *p_call) {
	List<GDScriptParser::DataType> arg_types;
	for (const PropertyInfo &E : p_method.arguments) {
		arg_types.push_back(type_from_property(E, true));
	}
	return validate_call_arg(arg_types, p_method.default_arguments.size(), (p_method.flags & METHOD_FLAG_VARARG) != 0, p_call);
}
bool GDScriptAnalyzer::validate_call_arg(const List<GDScriptParser::DataType> &p_par_types, int p_default_args_count, bool p_is_vararg, const GDScriptParser::CallNode *p_call) {
	bool valid = true;
	if (p_call->arguments.size() < p_par_types.size() - p_default_args_count) {
		push_error(vformat(R"*(Too few arguments for "%s()" call. Expected at least %d but received %d.)*", p_call->function_name, p_par_types.size() - p_default_args_count, p_call->arguments.size()), p_call);
		valid = false;
	}
	if (!p_is_vararg && p_call->arguments.size() > p_par_types.size()) {
		push_error(vformat(R"*(Too many arguments for "%s()" call. Expected at most %d but received %d.)*", p_call->function_name, p_par_types.size(), p_call->arguments.size()), p_call->arguments[p_par_types.size()]);
		valid = false;
	}
	for (int i = 0; i < p_call->arguments.size(); i++) {