### 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



opcodes.push_back(get_indexed_setter_pos(p_indexed_setter));
	}
	void append(const Variant::ValidatedIndexedGetter p_indexed_getter) {
		opcodes.push_back(get_indexed_getter_pos(p_indexed_getter));
	}
	void append(const Variant::ValidatedBuiltInMethod p_method) {
		opcodes.push_back(get_builtin_method_pos(p_method));
	}
	void append(const Variant::ValidatedConstructor p_constructor) {
		opcodes.push_back(get_constructor_pos(p_constructor));
	}
	void append(const Variant::ValidatedUtilityFunction p_utility) {
		opcodes.push_back(get_utility_pos(p_utility));
	}
	void append(const GDScriptUtilityFunctions::FunctionPtr p_gds_utility) {
		opcodes.push_back(get_gds_utility_pos(p_gds_utility));
	}
	void append(MethodBind *p_method) {
		opcodes.push_back(get_method_bind_pos(p_method));
	}
	void append(GDScriptFunction *p_lambda_function) {
		opcodes.push_back(get_lambda_function_pos(p_lambda_function));
	}
	void patch_jump(int p_address) {
		opcodes.write[p_address] = opcodes.size();
	}
public:
	virtual uint32_t add_parameter(const StringName &p_name, bool p_is_optional, const GDScriptDataType &p_type) override;
	virtual uint32_t add_local(const StringName &p_name, const GDScriptDataType &p_type) override;