### Godot version

4.0.rc1

### System information

windows 10

### Issue description

When assigning a lambda to a variable right after an if statement, the parser seems to understand that a ternary expression is happening when in fact it is not.

![image](https://user-images.githubusercontent.com/5783414/218691792-a27619cd-f17c-4d1e-9121-197c22aeec09.png)

### Steps to reproduce

Put the code bellow on a script on an empty project
```gdscript
func test():
	var v
	if true: v = (func(): test())
	if true: v = (func(): test())
	if true: v = (func(): test())

	if true: v = func(): test()
	if true: v = func(): test()
```

### Minimal reproduction project

N/A
if (!can_continue) {
		push_error(R"(Cannot use "continue" outside of a loop.)");
	}
	current_suite->has_continue = true;
	ContinueNode *cont = alloc_node<ContinueNode>();
	complete_extents(cont);
	end_statement(R"("continue")");
	return cont;
}
GDScriptParser::ForNode *GDScriptParser::parse_for() {
	ForNode *n_for = alloc_node<ForNode>();
	if (consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected loop variable name after "for".)")) {
		n_for->variable = parse_identifier();
	}
	consume(GDScriptTokenizer::Token::IN, R"(Expected "in" after "for" variable name.)");
	n_for->list = parse_expression(false);
	if (!n_for->list) {
		push_error(R"(Expected iterable after "in".)");
	}
	consume(GDScriptTokenizer::Token::COLON, R"(Expected ":" after "for" condition.)");
	
	bool could_break = can_break;
	bool could_continue = can_continue;
	
	can_break = true;