### 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

bool class_end = false;
	bool next_is_static = false;
	while (!class_end && !is_at_end()) {
		GDScriptTokenizer::Token token = current;
		switch (token.type) {
			case GDScriptTokenizer::Token::VAR:
				parse_class_member(&GDScriptParser::parse_variable, AnnotationInfo::VARIABLE, "variable", next_is_static);
				if (next_is_static) {
					current_class->has_static_data = true;
				}
				break;
			case GDScriptTokenizer::Token::CONST:
				parse_class_member(&GDScriptParser::parse_constant, AnnotationInfo::CONSTANT, "constant");
				break;
			case GDScriptTokenizer::Token::SIGNAL:
				parse_class_member(&GDScriptParser::parse_signal, AnnotationInfo::SIGNAL, "signal");
				break;
			case GDScriptTokenizer::Token::FUNC:
				parse_class_member(&GDScriptParser::parse_function, AnnotationInfo::FUNCTION, "function", next_is_static);
				break;
			case GDScriptTokenizer::Token::CLASS:
				parse_class_member(&GDScriptParser::parse_class, AnnotationInfo::CLASS, "class");
				break;
			case GDScriptTokenizer::Token::ENUM:
				parse_class_member(&GDScriptParser::parse_enum, AnnotationInfo::NONE, "enum");
				break;
			case GDScriptTokenizer::Token::STATIC: {
				advance();
				next_is_static = true;
				if (!check(GDScriptTokenizer::Token::FUNC) && !check(GDScriptTokenizer::Token::VAR)) {