### 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



Variant::Type temp_type = temporaries[p_target.address].type;
		if (result_type != temp_type) {
			write_type_adjust(p_target, result_type);
		}
	}
	append_opcode_and_argcount(GDScriptFunction::OPCODE_CALL_BUILTIN_TYPE_VALIDATED, 2 + p_arguments.size());
	for (int i = 0; i < p_arguments.size(); i++) {
		append(p_arguments[i]);
	}
	append(Address()); 
	append(get_call_target(p_target));
	append(p_arguments.size());
	append(Variant::get_validated_builtin_method(p_type, p_method));
}
void GDScriptByteCodeGenerator::write_call_native_static(const Address &p_target, const StringName &p_class, const StringName &p_method, const Vector<Address> &p_arguments) {
	bool is_validated = false;
	MethodBind *method = ClassDB::get_method(p_class, p_method);
	if (!is_validated) {
		
		append_opcode_and_argcount(GDScriptFunction::OPCODE_CALL_NATIVE_STATIC, p_arguments.size() + 1);
		for (int i = 0; i < p_arguments.size(); i++) {
			append(p_arguments[i]);
		}
		append(get_call_target(p_target));
		append(method);
		append(p_arguments.size());
		return;
	}
}
void GDScriptByteCodeGenerator::write_call_method_bind(const Address &p_target, const Address &p_base, MethodBind *p_method, const Vector<Address> &p_arguments) {