### Godot version

Beta 17, master

### System information

Windows 11

### Issue description

Godot gets a hard crash while attempting to code-complete for member `const` of a class.

### Steps to reproduce

```GDScript
enum E { V1 }

const e := E
```

And then type a `.` after the last `E`, which triggers code hints/auto-completion for subscripts based on `E` and causes a hard crash.

Does not happen for `var e := E.V1`.

### Minimal reproduction project

See above.
if (GLOBAL_GET(GDScriptWarning::get_settings_path_from_code(GDScriptWarning::Code::RENAMED_IN_GD4_HINT)).booleanize()) {
			const char *renamed_identifier_name = check_for_renamed_identifier(name, p_identifier->type);
			if (renamed_identifier_name) {
				rename_hint = " " + vformat(R"(Did you mean to use "%s"?)", renamed_identifier_name);
			}
		}
		push_error(vformat(R"(Identifier "%s" not declared in the current scope.%s)", name, rename_hint), p_identifier);
#else 
		push_error(vformat(R"(Identifier "%s" not declared in the current scope.)", name), p_identifier);
#endif 
#else
		push_error(vformat(R"(Identifier "%s" not declared in the current scope.)", name), p_identifier);
#endif
	}
	GDScriptParser::DataType dummy;
	dummy.kind = GDScriptParser::DataType::VARIANT;
	p_identifier->set_datatype(dummy); 
}
void GDScriptAnalyzer::reduce_lambda(GDScriptParser::LambdaNode *p_lambda) {
	
	GDScriptParser::DataType lambda_type;
	lambda_type.type_source = GDScriptParser::DataType::ANNOTATED_INFERRED;
	lambda_type.kind = GDScriptParser::DataType::BUILTIN;
	lambda_type.builtin_type = Variant::CALLABLE;
	p_lambda->set_datatype(lambda_type);
	if (p_lambda->function == nullptr) {
		return;
	}
	lambda_stack.push_back(p_lambda);
	resolve_function_signature(p_lambda->function, p_lambda, true);