### 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_TYPE_ADJUST_COLOR);
			break;
		case Variant::STRING_NAME:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_STRING_NAME);
			break;
		case Variant::NODE_PATH:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_NODE_PATH);
			break;
		case Variant::RID:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_RID);
			break;
		case Variant::OBJECT:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_OBJECT);
			break;
		case Variant::CALLABLE:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_CALLABLE);
			break;
		case Variant::SIGNAL:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_SIGNAL);
			break;
		case Variant::DICTIONARY:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_DICTIONARY);
			break;
		case Variant::ARRAY:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_ARRAY);
			break;
		case Variant::PACKED_BYTE_ARRAY:
			append_opcode(GDScriptFunction::OPCODE_TYPE_ADJUST_PACKED_BYTE_ARRAY);
			break;
		case Variant::PACKED_INT32_ARRAY: