### Godot version

4.2 f5696c3

### System information

Windows 10 x64

### Issue description

![image](https://github.com/godotengine/godot/assets/2223172/7ad0e3b6-9599-4f7b-a07c-da54779e647a)


### Steps to reproduce

1. Add node
2. Attach a built-in script
3. Add child node
4. Add script to the child node
5. In some method write `get_parent().bui`

### Minimal reproduction project

N/A
if (_debug_parse_err_line >= 0) {
		return "";
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, "");
	int l = _call_stack.stack_pos - p_level - 1;
	return _call_stack.levels[l].function->get_name();
}
String GDScriptLanguage::debug_get_stack_level_source(int p_level) const {
	if (_debug_parse_err_line >= 0) {
		return _debug_parse_err_file;
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, "");
	int l = _call_stack.stack_pos - p_level - 1;
	return _call_stack.levels[l].function->get_source();
}
void GDScriptLanguage::debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
	if (_debug_parse_err_line >= 0) {
		return;
	}
	ERR_FAIL_INDEX(p_level, _call_stack.stack_pos);
	int l = _call_stack.stack_pos - p_level - 1;
	GDScriptFunction *f = _call_stack.levels[l].function;
	List<Pair<StringName, int>> locals;
	f->debug_get_stack_member_state(*_call_stack.levels[l].line, &locals);
	for (const Pair<StringName, int> &E : locals) {
		p_locals->push_back(E.first);
		p_values->push_back(_call_stack.levels[l].stack[E.second]);
	}
}
void GDScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {