Fixed bug when cloning Lists in Unity

For some reason, while cloning a 'List<any>' in Unity, the generated
cloned '_items' array (from inside the 'List' class) would always end up
being a 30997528 index array and what seems like a
StackOverflowException (no idea what it really was, Unity would crash
when this happened while having a breakpoint...) was thrown in the
'clonedArray.ForEach'. This fixes the issue and doesn't seem to break
any existing functionality.