### Godot version

Beta 17, master

### System information

Windows 11

### Issue description

Godot gets a hard crash while attempting to code-complete for member `const` of a class.

### Steps to reproduce

```GDScript
enum E { V1 }

const e := E
```

And then type a `.` after the last `E`, which triggers code hints/auto-completion for subscripts based on `E` and causes a hard crash.

Does not happen for `var e := E.V1`.

### Minimal reproduction project

See above.
const GDScriptParser::DataType *current_data_type = &p_class_node->base_type;
	while (current_data_type && current_data_type->kind == GDScriptParser::DataType::Kind::CLASS) {
		GDScriptParser::ClassNode *current_class_node = current_data_type->class_type;
		if (has_member_name_conflict_in_script_class(p_member_name, current_class_node, p_member_node)) {
			String parent_class_name = current_class_node->fqcn;
			if (current_class_node->identifier != nullptr) {
				parent_class_name = current_class_node->identifier->name;
			}
			push_error(vformat(R"(The member "%s" already exists in parent class %s.)", p_member_name, parent_class_name), p_member_node);
			return ERR_PARSE_ERROR;
		}
		current_data_type = &current_class_node->base_type;
	}
	
	if (current_data_type && current_data_type->kind == GDScriptParser::DataType::Kind::NATIVE) {
		if (current_data_type->native_type != StringName()) {
			return check_native_member_name_conflict(
					p_member_name,
					p_member_node,
					current_data_type->native_type);
		}
	}
	return OK;
}
void GDScriptAnalyzer::get_class_node_current_scope_classes(GDScriptParser::ClassNode *p_node, List<GDScriptParser::ClassNode *> *p_list) {