### 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 kind == GDScriptParser::DataType::BUILTIN && _variant_type_to_typed_array_element_type(builtin_type) != Variant::NIL;
}
GDScriptParser::DataType GDScriptParser::DataType::get_typed_container_type() const {
	GDScriptParser::DataType type;
	type.kind = GDScriptParser::DataType::BUILTIN;
	type.builtin_type = _variant_type_to_typed_array_element_type(builtin_type);
	return type;
}
void GDScriptParser::complete_extents(Node *p_node) {
	while (!nodes_in_progress.is_empty() && nodes_in_progress.back()->get() != p_node) {
		ERR_PRINT("Parser bug: Mismatch in extents tracking stack.");
		nodes_in_progress.pop_back();
	}
	if (nodes_in_progress.is_empty()) {
		ERR_PRINT("Parser bug: Extents tracking stack is empty.");
	} else {
		nodes_in_progress.pop_back();
	}
}
void GDScriptParser::update_extents(Node *p_node) {