### 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

} else {
			member->doc_description = get_doc_comment(doc_comment_line);
		}
	}
#endif 
	if (member->identifier != nullptr) {
		if (!((String)member->identifier->name).is_empty()) { 
#ifdef DEBUG_ENABLED
			List<MethodInfo> gdscript_funcs;
			GDScriptLanguage::get_singleton()->get_public_functions(&gdscript_funcs);
			for (MethodInfo &info : gdscript_funcs) {
				if (info.name == member->identifier->name) {
					push_warning(member->identifier, GDScriptWarning::SHADOWED_GLOBAL_IDENTIFIER, p_member_kind, member->identifier->name, "built-in function");
				}
			}
			if (Variant::has_utility_function(member->identifier->name)) {
				push_warning(member->identifier, GDScriptWarning::SHADOWED_GLOBAL_IDENTIFIER, p_member_kind, member->identifier->name, "built-in function");
			}
#endif
			if (current_class->members_indices.has(member->identifier->name)) {
				push_error(vformat(R"(%s "%s" has the same name as a previously declared %s.)", p_member_kind.capitalize(), member->identifier->name, current_class->get_member(member->identifier->name).get_type_name()), member->identifier);
			} else {
				current_class->add_member(member);
			}
		} else {
			current_class->add_member(member);
		}
	}
}
void GDScriptParser::parse_class_body(bool p_is_multiline) {