### 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

return parse_precedence(PREC_ASSIGNMENT, p_can_assign, p_stop_on_assign);
}
GDScriptParser::IdentifierNode *GDScriptParser::parse_identifier() {
	IdentifierNode *identifier = static_cast<IdentifierNode *>(parse_identifier(nullptr, false));
#ifdef DEBUG_ENABLED
	
	if (identifier && TS->has_feature(TextServer::FEATURE_UNICODE_SECURITY) && TS->spoof_check(identifier->name.operator String())) {
		push_warning(identifier, GDScriptWarning::CONFUSABLE_IDENTIFIER, identifier->name.operator String());
	}
#endif
	return identifier;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_identifier(ExpressionNode *p_previous_operand, bool p_can_assign) {
	if (!previous.is_identifier()) {
		ERR_FAIL_V_MSG(nullptr, "Parser bug: parsing identifier node without identifier token.");
	}
	IdentifierNode *identifier = alloc_node<IdentifierNode>();
	complete_extents(identifier);
	identifier->name = previous.get_identifier();
	if (current_suite != nullptr && current_suite->has_local(identifier->name)) {
		const SuiteNode::Local &declaration = current_suite->get_local(identifier->name);
		identifier->source_function = declaration.source_function;
		switch (declaration.type) {
			case SuiteNode::Local::CONSTANT:
				identifier->source = IdentifierNode::LOCAL_CONSTANT;