### 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::DataType array_type = p_array_literal->get_datatype();
	if (p_array_literal->elements.size() == 0) {
		
		array_type.set_container_element_type(p_base_type.get_container_element_type());
	} else {
		
		bool all_same_type = true;
		bool all_have_type = true;
		GDScriptParser::DataType element_type;
		for (int i = 0; i < p_array_literal->elements.size(); i++) {
			if (i == 0) {
				element_type = p_array_literal->elements[0]->get_datatype();
			} else {
				GDScriptParser::DataType this_element_type = p_array_literal->elements[i]->get_datatype();
				if (this_element_type.has_no_type()) {
					all_same_type = false;
					all_have_type = false;
					break;
				} else if (element_type != this_element_type) {
					if (!is_type_compatible(element_type, this_element_type, false)) {