### 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

}
	attribute->base = p_previous_operand;
	if (current.is_node_name()) {
		current.type = GDScriptTokenizer::Token::IDENTIFIER;
	}
	if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected identifier after "." for attribute access.)")) {
		complete_extents(attribute);
		return attribute;
	}
	attribute->is_attribute = true;
	attribute->attribute = parse_identifier();
	complete_extents(attribute);
	return attribute;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_subscript(ExpressionNode *p_previous_operand, bool p_can_assign) {
	SubscriptNode *subscript = alloc_node<SubscriptNode>();
	reset_extents(subscript, p_previous_operand);
	update_extents(subscript);
	make_completion_context(COMPLETION_SUBSCRIPT, subscript);
	subscript->base = p_previous_operand;
	subscript->index = parse_expression(false);
	if (subscript->index == nullptr) {
		push_error(R"(Expected expression after "[".)");
	}
	pop_multiline();
	consume(GDScriptTokenizer::Token::BRACKET_CLOSE, R"(Expected "]" after subscription index.)");
	complete_extents(subscript);
	return subscript;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_cast(ExpressionNode *p_previous_operand, bool p_can_assign) {