### 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 (opcodes.size()) {
		function->code = opcodes;
		function->_code_ptr = &function->code[0];
		function->_code_size = opcodes.size();
	} else {
		function->_code_ptr = nullptr;
		function->_code_size = 0;
	}
	if (function->default_arguments.size()) {
		function->_default_arg_count = function->default_arguments.size() - 1;
		function->_default_arg_ptr = &function->default_arguments[0];
	} else {
		function->_default_arg_count = 0;
		function->_default_arg_ptr = nullptr;
	}
	if (operator_func_map.size()) {
		function->operator_funcs.resize(operator_func_map.size());
		function->_operator_funcs_count = function->operator_funcs.size();
		function->_operator_funcs_ptr = function->operator_funcs.ptr();
		for (const KeyValue<Variant::ValidatedOperatorEvaluator, int> &E : operator_func_map) {
			function->operator_funcs.write[E.value] = E.key;
		}
	} else {
		function->_operator_funcs_count = 0;
		function->_operator_funcs_ptr = nullptr;
	}
	if (setters_map.size()) {
		function->setters.resize(setters_map.size());
		function->_setters_count = function->setters.size();
		function->_setters_ptr = function->setters.ptr();