### 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 (!for_completion) {
		return;
	}
	CompletionCall call;
	call.call = p_call;
	call.argument = 0;
	completion_call_stack.push_back(call);
	if (previous.cursor_place == GDScriptTokenizer::CURSOR_MIDDLE || previous.cursor_place == GDScriptTokenizer::CURSOR_END || current.cursor_place == GDScriptTokenizer::CURSOR_BEGINNING) {
		completion_call = call;
	}
}
void GDScriptParser::pop_completion_call() {
	if (!for_completion) {
		return;
	}
	ERR_FAIL_COND_MSG(completion_call_stack.is_empty(), "Trying to pop empty completion call stack");
	completion_call_stack.pop_back();
}
void GDScriptParser::set_last_completion_call_arg(int p_argument) {
	if (!for_completion || passed_cursor) {
		return;
	}
	ERR_FAIL_COND_MSG(completion_call_stack.is_empty(), "Trying to set argument on empty completion call stack");
	completion_call_stack.back()->get().argument = p_argument;
}
Error GDScriptParser::parse(const String &p_source_code, const String &p_script_path, bool p_for_completion) {