### 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



switch (p_target.type.kind) {
		case GDScriptDataType::BUILTIN: {
			if (p_target.type.builtin_type == Variant::ARRAY && p_target.type.has_container_element_type()) {
				append_opcode(GDScriptFunction::OPCODE_ASSIGN_TYPED_ARRAY);
				append(p_target);
				append(p_source);
			} else {
				append_opcode(GDScriptFunction::OPCODE_ASSIGN_TYPED_BUILTIN);
				append(p_target);
				append(p_source);
				append(p_target.type.builtin_type);
			}
		} break;
		case GDScriptDataType::NATIVE: {
			int class_idx = GDScriptLanguage::get_singleton()->get_global_map()[p_target.type.native_type];
			Variant nc = GDScriptLanguage::get_singleton()->get_global_array()[class_idx];
			class_idx = get_constant_pos(nc) | (GDScriptFunction::ADDR_TYPE_CONSTANT << GDScriptFunction::ADDR_BITS);
			append_opcode(GDScriptFunction::OPCODE_ASSIGN_TYPED_NATIVE);
			append(p_target);
			append(p_source);
			append(class_idx);
		} break;
		case GDScriptDataType::SCRIPT:
		case GDScriptDataType::GDSCRIPT: {
			Variant script = p_target.type.script_type;
			int idx = get_constant_pos(script) | (GDScriptFunction::ADDR_TYPE_CONSTANT << GDScriptFunction::ADDR_BITS);
			append_opcode(GDScriptFunction::OPCODE_ASSIGN_TYPED_SCRIPT);
			append(p_target);