### Godot version

master (95ce236b7d6a70a06ecc13fb08d48da90ed98430)

### System information

Windows 11, Vulkan Mobile, NVidia RTX 3070 TI

### Issue description

Gdscript is now crashing when a default argument of type array occurs:

```gdscript
func _ready():
	# This works
	test([1, 1, 1])
        
	# This crashes
	test()
	
func test(array := [1, 2, 3]):
	print("array is ", array)
```

### Steps to reproduce

The code snippet above is enough to produce the issue. Bisecting the repository indicates the issue was introduced by https://github.com/godotengine/godot/commit/a1d06749f18c3f47c6443ece2ec625d8ee5f1761.


### Minimal reproduction project

[DefaultArrayCrash.zip](https://github.com/godotengine/godot/files/10357164/DefaultArrayCrash.zip)

GDScriptCodeGenerator::Address local = codegen.locals[lv->identifier->name];
				GDScriptDataType local_type = _gdtype_from_datatype(lv->get_datatype(), codegen.script);
				bool initialized = false;
				if (lv->initializer != nullptr) {
					
					if (local_type.has_type && local_type.builtin_type == Variant::ARRAY) {
						if (local_type.has_container_element_type()) {
							codegen.generator->write_construct_typed_array(local, local_type.get_container_element_type(), Vector<GDScriptCodeGenerator::Address>());
						} else {
							codegen.generator->write_construct_array(local, Vector<GDScriptCodeGenerator::Address>());
						}
					}
					GDScriptCodeGenerator::Address src_address = _parse_expression(codegen, err, lv->initializer);
					if (err) {
						return err;
					}
					if (lv->use_conversion_assign) {
						gen->write_assign_with_conversion(local, src_address);
					} else {
						gen->write_assign(local, src_address);
					}
					if (src_address.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
						codegen.generator->pop_temporary();
					}
					initialized = true;
				} else if (local_type.has_type) {
					
					if (local_type.has_container_element_type()) {
						codegen.generator->write_construct_typed_array(local, local_type.get_container_element_type(), Vector<GDScriptCodeGenerator::Address>());
						initialized = true;