### Godot version

v4.0.3.stable.official [5222a99f5]
Master [6101240231600c871f5c5473872532c68ea3268c] (confirmed by https://github.com/godotengine/godot/issues/77666#issuecomment-1568952502)

### System information

Window 10

### Issue description

References are not unreferenced at the end of `if` scopes.

### Steps to reproduce

Copy, paste and run the snippet below, check the results:

```gdscript
extends Node


func _ready() -> void:
  var ref := RefCounted.new()
  var ref_count : int

  # OK
  ref_count = ref.get_reference_count()
  print('Expected: 1, Result: %d' % ref_count)

  # OK
  if true:
    var temp := ref
    temp = null

  ref_count = ref.get_reference_count()
  print('Expected: 1, Result: %d' % ref_count)

  # FAIL
  if true:
    var temp := ref

  ref_count = ref.get_reference_count()
  print('Expected: 1, Result: %d' % ref_count)
```

Output example:

```
Expected: 1, Result: 1
Expected: 1, Result: 1
Expected: 1, Result: 2
```

### Minimal reproduction project

N/A
clear();
}
void GDScriptParser::clear() {
	while (list != nullptr) {
		Node *element = list;
		list = list->next;
		memdelete(element);
	}
	head = nullptr;
	list = nullptr;
	_is_tool = false;
	for_completion = false;
	errors.clear();
	multiline_stack.clear();
	nodes_in_progress.clear();
}
void GDScriptParser::push_error(const String &p_message, const Node *p_origin) {
	
	
	panic_mode = true;
	
	if (p_origin == nullptr) {
		errors.push_back({ p_message, current.start_line, current.start_column });
	} else {
		errors.push_back({ p_message, p_origin->start_line, p_origin->leftmost_column });
	}
}
#ifdef DEBUG_ENABLED
void GDScriptParser::push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Vector<String> &p_symbols) {