Godot Crash on Packing the Main Scene

So, I'm trying to make a save system for my game, and I've settled on packing the main game scene into a packed scene, then loading that scene when I load the game. The problem is it only works occasionally, with all the other times crashing with a bunch of these errors:

error(-1): no debug info in PE/COFF executable

My save_game function (Which is in a Global script and called by pressing a button in the pause menu.):

func save_game():

`get_tree().paused = true`

`var packed_scene = PackedScene.new()`

`var propertyDict : Dictionary = {}`

`for object in get_tree().get_nodes_in_group("Persistant"):`

    `var objectProps : Dictionary = {}`

    `objectProps["path"] = object.get_path()`

    `for prop in object.get_property_list():`

        `if prop.name != "Reference" and prop.name != "script" and prop.name != "Script Variables":`

objectProps[prop.name] = object.get(prop.name)

    `propertyDict[object.name] = objectProps`

    `if object != game:`

        `object.set_owner(game)`

###---Error Happens Here---###

`packed_scene.pack(game)`



`ResourceSaver.save(packed_scene,"res://Saves/save_game.tscn")`

`var save_game_objects_path = "res://Saves/save_game.txt"`

`var save_game_objects_file = FileAccess.open(save_game_objects_path,FileAccess.WRITE)`

`save_game_objects_file.store_var(propertyDict)`

`save_game_objects_file.close()`

`for key in propertyDict.keys():`

    `var object = propertyDict[key]`

    `get_node(object["path"]).set_owner(object["owner"])`

`print("Game Saved!")`

`get_tree().paused = false`

I've seen a bunch of people saying that this error is caused by the Forward+ Renderer, but this error still happens even when I use compatibility. I DO have 2 GPUs (a 3070ti and a 2060), but seeing as how this error happens randomly, I'm not 100% sure if that's even the problem.

Any help would be appreciated!

Edit: Sorry for the terrible markdown, I have no idea how to format it properly.