### 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

if (locals_indices.has(p_name)) {
		return true;
	}
	if (parent_block != nullptr) {
		return parent_block->has_local(p_name);
	}
	return false;
}
const GDScriptParser::SuiteNode::Local &GDScriptParser::SuiteNode::get_local(const StringName &p_name) const {
	if (locals_indices.has(p_name)) {
		return locals[locals_indices[p_name]];
	}
	if (parent_block != nullptr) {
		return parent_block->get_local(p_name);
	}
	return empty;
}
bool GDScriptParser::AnnotationNode::apply(GDScriptParser *p_this, Node *p_target) {
	if (is_applied) {
		return true;
	}
	is_applied = true;
	return (p_this->*(p_this->valid_annotations[name].apply))(this, p_target);
}
bool GDScriptParser::AnnotationNode::applies_to(uint32_t p_target_kinds) const {
	return (info->target_kind & p_target_kinds) > 0;
}
bool GDScriptParser::validate_annotation_arguments(AnnotationNode *p_annotation) {