### 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

return static_cast<LiteralNode *>(parse_literal(nullptr, false));
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_literal(ExpressionNode *p_previous_operand, bool p_can_assign) {
	if (previous.type != GDScriptTokenizer::Token::LITERAL) {
		push_error("Parser bug: parsing literal node without literal token.");
		ERR_FAIL_V_MSG(nullptr, "Parser bug: parsing literal node without literal token.");
	}
	LiteralNode *literal = alloc_node<LiteralNode>();
	complete_extents(literal);
	literal->value = previous.literal;
	return literal;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_self(ExpressionNode *p_previous_operand, bool p_can_assign) {
	if (current_function && current_function->is_static) {
		push_error(R"(Cannot use "self" inside a static function.)");
	}
	SelfNode *self = alloc_node<SelfNode>();
	complete_extents(self);
	self->current_class = current_class;
	return self;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_builtin_constant(ExpressionNode *p_previous_operand, bool p_can_assign) {