### 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



if (p_target.mode == Address::NIL) {
		uint32_t addr = add_temporary(p_target.type);
		pop_temporary();
		return Address(Address::TEMPORARY, addr, p_target.type);
	} else {
		return p_target;
	}
}
void GDScriptByteCodeGenerator::write_call(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) {
	append_opcode_and_argcount(p_target.mode == Address::NIL ? GDScriptFunction::OPCODE_CALL : GDScriptFunction::OPCODE_CALL_RETURN, 2 + p_arguments.size());
	for (int i = 0; i < p_arguments.size(); i++) {
		append(p_arguments[i]);
	}
	append(p_base);
	append(get_call_target(p_target));
	append(p_arguments.size());
	append(p_function_name);
}
void GDScriptByteCodeGenerator::write_super_call(const Address &p_target, const StringName &p_function_name, const Vector<Address> &p_arguments) {
	append_opcode_and_argcount(GDScriptFunction::OPCODE_CALL_SELF_BASE, 1 + p_arguments.size());
	for (int i = 0; i < p_arguments.size(); i++) {
		append(p_arguments[i]);
	}
	append(get_call_target(p_target));
	append(p_arguments.size());
	append(p_function_name);
}
void GDScriptByteCodeGenerator::write_call_async(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) {