### 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

continue;
		}
#ifdef DEBUG_ENABLED
		if (have_wildcard && !branch->patterns.is_empty()) {
			push_warning(branch->patterns[0], GDScriptWarning::UNREACHABLE_PATTERN);
		}
#endif
		have_wildcard = have_wildcard || branch->has_wildcard;
		all_have_return = all_have_return && branch->block->has_return;
		match->branches.push_back(branch);
	}
	complete_extents(match);
	consume(GDScriptTokenizer::Token::DEDENT, R"(Expected an indented block after "match" statement.)");
	if (all_have_return && have_wildcard) {
		current_suite->has_return = true;
	}
	return match;
}
GDScriptParser::MatchBranchNode *GDScriptParser::parse_match_branch() {
	MatchBranchNode *branch = alloc_node<MatchBranchNode>();
	reset_extents(branch, current);
	bool has_bind = false;
	do {
		PatternNode *pattern = parse_match_pattern();
		if (pattern == nullptr) {
			continue;
		}
		if (pattern->binds.size() > 0) {
			has_bind = true;
		}