### 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
GDScriptParser::Node *source = nullptr;
	switch (identifier->source) {
		case GDScriptParser::IdentifierNode::MEMBER_VARIABLE: {
			source = identifier->variable_source;
		} break;
		case GDScriptParser::IdentifierNode::FUNCTION_PARAMETER: {
			source = identifier->parameter_source;
		} break;
		case GDScriptParser::IdentifierNode::LOCAL_VARIABLE: {
			source = identifier->variable_source;
		} break;
		case GDScriptParser::IdentifierNode::LOCAL_ITERATOR: {
			source = identifier->bind_source;
		} break;
		default:
			break;
	}
	if (source == nullptr) {
		return;
	}
	GDScriptParser::DataType datatype;
	datatype.kind = GDScriptParser::DataType::VARIANT;
	source->set_datatype(datatype);
}
void GDScriptAnalyzer::mark_lambda_use_self() {
	for (GDScriptParser::LambdaNode *lambda : lambda_stack) {
		lambda->use_self = true;
	}
}
bool GDScriptAnalyzer::class_exists(const StringName &p_class) const {