### 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 (path_state != PATH_STATE_START && path_state != PATH_STATE_SLASH) {
				push_error(R"("%" is only valid in the beginning of a node name (either after "$" or after "/"))");
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += "%";
			path_state = PATH_STATE_PERCENT;
		} else if (previous.type == GDScriptTokenizer::Token::SLASH) {
			if (path_state != PATH_STATE_START && path_state != PATH_STATE_NODE_NAME) {
				push_error(R"("/" is only valid at the beginning of the path or after a node name.)");
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += "/";
			path_state = PATH_STATE_SLASH;
		}
		make_completion_context(COMPLETION_GET_NODE, get_node, context_argument++);
		if (match(GDScriptTokenizer::Token::LITERAL)) {
			if (previous.literal.get_type() != Variant::STRING) {
				String previous_token;
				switch (path_state) {
					case PATH_STATE_START:
						previous_token = "$";
						break;
					case PATH_STATE_PERCENT:
						previous_token = "%";
						break;
					case PATH_STATE_SLASH:
						previous_token = "/";
						break;