### 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



#include "gdscript_byte_codegen.h"
#include "core/debugger/engine_debugger.h"
#include "gdscript.h"
uint32_t GDScriptByteCodeGenerator::add_parameter(const StringName &p_name, bool p_is_optional, const GDScriptDataType &p_type) {
#ifdef TOOLS_ENABLED
	function->arg_names.push_back(p_name);
#endif
	function->_argument_count++;
	function->argument_types.push_back(p_type);
	if (p_is_optional) {
		function->_default_arg_count++;
	}
	return add_local(p_name, p_type);
}
uint32_t GDScriptByteCodeGenerator::add_local(const StringName &p_name, const GDScriptDataType &p_type) {
	int stack_pos = locals.size() + RESERVED_STACK;
	locals.push_back(StackSlot(p_type.builtin_type));
	add_stack_identifier(p_name, stack_pos);
	return stack_pos;
}
uint32_t GDScriptByteCodeGenerator::add_local_constant(const StringName &p_name, const Variant &p_constant) {
	int index = add_or_get_constant(p_constant);
	local_constants[p_name] = index;
	return index;
}
uint32_t GDScriptByteCodeGenerator::add_or_get_constant(const Variant &p_constant) {