### Godot version

4.0.2

### System information

Windows 10

### Issue description

EDIT: this was fixed by removing the offending files listed with the MRP and then dragging them back in from my desktop after opening the project~

I was developing my game then suddenly this started happening. I can no longer playtest my game.
I am not 100% sure what caused this but I believe at the time I was making a new inherited scene, saved it, then moved some scenes in the FileSystem tab?

![image](https://user-images.githubusercontent.com/75141902/235264827-62419c7d-963b-4002-9452-a6493a9bfe25.png)


### Steps to reproduce

No idea aaa- x-x

### Minimal reproduction project

Since I have no idea what caused it here's my early project :'D
https://drive.google.com/file/d/14JFZ420AelUNjBIth78msHY29rNjB55_/view?usp=share_link

I was working on these when the error occurred:
- Slot_0.tcsn
- Slot_Clickable.tscn
- Slot_Orphan.tscn
- Slot_Orphan.gd

ERR_FAIL_COND_V_MSG(!valid_annotations.has(p_annotation->name), false, vformat(R"(Annotation "%s" not found to validate.)", p_annotation->name));
	const MethodInfo &info = valid_annotations[p_annotation->name].info;
	if (((info.flags & METHOD_FLAG_VARARG) == 0) && p_annotation->arguments.size() > info.arguments.size()) {
		push_error(vformat(R"(Annotation "%s" requires at most %d arguments, but %d were given.)", p_annotation->name, info.arguments.size(), p_annotation->arguments.size()));
		return false;
	}
	if (p_annotation->arguments.size() < info.arguments.size() - info.default_arguments.size()) {
		push_error(vformat(R"(Annotation "%s" requires at least %d arguments, but %d were given.)", p_annotation->name, info.arguments.size() - info.default_arguments.size(), p_annotation->arguments.size()));
		return false;
	}
	
	if (p_annotation->name == SNAME("@icon")) {
		ExpressionNode *argument = p_annotation->arguments[0];
		if (argument->type != Node::LITERAL) {
			push_error(R"(Argument 1 of annotation "@icon" must be a string literal.)", argument);
			return false;
		}
		Variant value = static_cast<LiteralNode *>(argument)->value;
		if (value.get_type() != Variant::STRING) {
			push_error(R"(Argument 1 of annotation "@icon" must be a string literal.)", argument);
			return false;
		}
		p_annotation->resolved_arguments.push_back(value);
	}
	
	return true;
}
bool GDScriptParser::tool_annotation(const AnnotationNode *p_annotation, Node *p_node) {