Link: docs.godotengine.org/en/stable/classes/class_expression.html
I literally use the code from the documentation because it does exactly what I want, sooo yea...
I keep getting an error (which doesn't crash but an error is an error) where if I insert into the expression a String that isn't an expression, the parse function nor the execute function return error, so you can debug it.
If you enter something weird into the String (like any letter) it will give an error in the output console, but not crash.
I think what is happening is that Godot thinks that the letter is a variable, but I don't want that to happen and I don't know how I can avoid that.
How to test:
1. Create new scene and add a Lineedit.
2. Put the same code from the doc in a script to it. (changed a bit of course so it doesn't crash)
3. Attach the text_entered signal
Error:

Code:

The error variable is always OK no matter what you do.
And it errors whenever the execute command get called so you can't check the result if it equals null (which it does if the command has failed)
Any Kind Of Help Is Appreciated!
Btw if this is a bug (especially the devs) then I can make a pull request just tell me.