### 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



append_opcode(GDScriptFunction::OPCODE_ASSIGN_TRUE);
	append(p_target);
}
void GDScriptByteCodeGenerator::write_assign_false(const Address &p_target) {
	append_opcode(GDScriptFunction::OPCODE_ASSIGN_FALSE);
	append(p_target);
}
void GDScriptByteCodeGenerator::write_assign_default_parameter(const Address &p_dst, const Address &p_src) {
	write_assign(p_dst, p_src);
	function->default_arguments.push_back(opcodes.size());
}
void GDScriptByteCodeGenerator::write_store_global(const Address &p_dst, int p_global_index) {
	append_opcode(GDScriptFunction::OPCODE_STORE_GLOBAL);
	append(p_dst);
	append(p_global_index);
}
void GDScriptByteCodeGenerator::write_store_named_global(const Address &p_dst, const StringName &p_global) {
	append_opcode(GDScriptFunction::OPCODE_STORE_NAMED_GLOBAL);
	append(p_dst);
	append(p_global);
}
void GDScriptByteCodeGenerator::write_cast(const Address &p_target, const Address &p_source, const GDScriptDataType &p_type) {