### 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 (GDScriptLanguage::get_singleton()->get_global_map().has(identifier)) {
				
				
				HashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
				if (autoloads.has(identifier) && autoloads[identifier].is_singleton) {
					GDScriptCodeGenerator::Address global = codegen.add_temporary(_gdtype_from_datatype(in->get_datatype(), codegen.script));
					int idx = GDScriptLanguage::get_singleton()->get_global_map()[identifier];
					gen->write_store_global(global, idx);
					return global;
				} else {
					int idx = GDScriptLanguage::get_singleton()->get_global_map()[identifier];
					Variant global = GDScriptLanguage::get_singleton()->get_global_array()[idx];
					return codegen.add_constant(global);
				}
			}
			
			if (ScriptServer::is_global_class(identifier)) {
				const GDScriptParser::ClassNode *class_node = codegen.class_node;
				while (class_node->outer) {
					class_node = class_node->outer;
				}
				Ref<Resource> res;
				if (class_node->identifier && class_node->identifier->name == identifier) {
					res = Ref<GDScript>(main_script);
				} else {
					String global_class_path = ScriptServer::get_global_class_path(identifier);
					if (ResourceLoader::get_resource_type(global_class_path) == "GDScript") {
						Error err = OK;