### 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

default:
						break;
				}
				push_error(vformat(R"(Expected node path as string or identifier after "%s".)", previous_token));
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += previous.literal.operator String();
			path_state = PATH_STATE_NODE_NAME;
		} else if (current.is_node_name()) {
			advance();
			String identifier = previous.get_identifier();
#ifdef DEBUG_ENABLED
			
			if (TS->has_feature(TextServer::FEATURE_UNICODE_SECURITY) && TS->spoof_check(identifier)) {
				push_warning(get_node, GDScriptWarning::CONFUSABLE_IDENTIFIER, identifier);
			}
#endif
			get_node->full_path += identifier;
			path_state = PATH_STATE_NODE_NAME;
		} else if (!check(GDScriptTokenizer::Token::SLASH) && !check(GDScriptTokenizer::Token::PERCENT)) {
			push_error(vformat(R"(Unexpected "%s" in node path.)", current.get_name()));
			complete_extents(get_node);
			return nullptr;
		}
	} while (match(GDScriptTokenizer::Token::SLASH) || match(GDScriptTokenizer::Token::PERCENT));
	complete_extents(get_node);
	return get_node;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_preload(ExpressionNode *p_previous_operand, bool p_can_assign) {