### Godot version

4.0.2.stable.mono

### System information

Windows 10 - 4.0.2.stable.mono - Any Renderer

### Issue description

In a script with an `@export` variable (with a non-default value), Godot will replace the first variable in the category with the same name. For example, if you're exporting a variable called "Vector", and the value is set to a non-default value, the first variable in the category called "Vector" will also be changed to the same value.

### Steps to reproduce

Attach said script to a node:
```
extends Node

@export var Vector: Vector2
@export_category("Vector")
@export var Var2: float = 1

func _process(delta):
	print(Var2)
```
When changing the value of the `Vector` export variable, the variable Var2 will contain the same value. This does not happen when the `@export_category` has a different name.

### Minimal reproduction project

N/A
COMPLETION_OVERRIDE_METHOD, 
		COMPLETION_PROPERTY_DECLARATION, 
		COMPLETION_PROPERTY_DECLARATION_OR_TYPE, 
		COMPLETION_PROPERTY_METHOD, 
		COMPLETION_RESOURCE_PATH, 
		COMPLETION_SUBSCRIPT, 
		COMPLETION_SUPER_METHOD, 
		COMPLETION_TYPE_ATTRIBUTE, 
		COMPLETION_TYPE_NAME, 
		COMPLETION_TYPE_NAME_OR_VOID, 
	};
	struct CompletionContext {
		CompletionType type = COMPLETION_NONE;
		ClassNode *current_class = nullptr;
		FunctionNode *current_function = nullptr;
		SuiteNode *current_suite = nullptr;
		int current_line = -1;
		int current_argument = -1;
		Variant::Type builtin_type = Variant::VARIANT_MAX;
		Node *node = nullptr;
		Object *base = nullptr;
		List<Ref<GDScriptParserRef>> dependent_parsers;
	};
	struct CompletionCall {
		Node *call = nullptr;
		int argument = -1;
	};
private:
	friend class GDScriptAnalyzer;
	bool _is_tool = false;