### 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

operation->variant_op = Variant::OP_GREATER;
			break;
		case GDScriptTokenizer::Token::GREATER_EQUAL:
			operation->operation = BinaryOpNode::OP_COMP_GREATER_EQUAL;
			operation->variant_op = Variant::OP_GREATER_EQUAL;
			break;
		default:
			return nullptr; 
	}
	return operation;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_ternary_operator(ExpressionNode *p_previous_operand, bool p_can_assign) {
	
	TernaryOpNode *operation = alloc_node<TernaryOpNode>();
	reset_extents(operation, p_previous_operand);
	update_extents(operation);
	operation->true_expr = p_previous_operand;
	operation->condition = parse_precedence(PREC_TERNARY, false);
	if (operation->condition == nullptr) {
		push_error(R"(Expected expression as ternary condition after "if".)");
	}
	consume(GDScriptTokenizer::Token::ELSE, R"(Expected "else" after ternary operator condition.)");
	operation->false_expr = parse_precedence(PREC_TERNARY, false);
	if (operation->false_expr == nullptr) {
		push_error(R"(Expected expression after "else".)");
	}
	complete_extents(operation);
	return operation;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_assignment(ExpressionNode *p_previous_operand, bool p_can_assign) {