### 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)

if (p_method->get_argument_count() != p_arguments.size()) {
		
		return false;
	}
	MethodInfo info;
	ClassDB::get_method_info(p_method->get_instance_class(), p_method->get_name(), &info);
	for (int i = 0; i < p_arguments.size(); i++) {
		const PropertyInfo &prop = info.arguments[i];
		if (!_is_exact_type(prop, p_arguments[i].type)) {
			return false;
		}
	}
	return true;
}
GDScriptCodeGenerator::Address GDScriptCompiler::_parse_expression(CodeGen &codegen, Error &r_error, const GDScriptParser::ExpressionNode *p_expression, bool p_root, bool p_initializer, const GDScriptCodeGenerator::Address &p_index_addr) {
	if (p_expression->is_constant) {
		return codegen.add_constant(p_expression->reduced_value);
	}
	GDScriptCodeGenerator *gen = codegen.generator;
	switch (p_expression->type) {
		case GDScriptParser::Node::IDENTIFIER: {
			
			const GDScriptParser::IdentifierNode *in = static_cast<const GDScriptParser::IdentifierNode *>(p_expression);
			StringName identifier = in->name;