### 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
PREC_ATTRIBUTE,
		PREC_SUBSCRIPT,
		PREC_PRIMARY,
	};
	struct ParseRule {
		ParseFunction prefix = nullptr;
		ParseFunction infix = nullptr;
		Precedence precedence = PREC_NONE;
	};
	static ParseRule *get_rule(GDScriptTokenizer::Token::Type p_token_type);
	List<Node *> nodes_in_progress;
	void complete_extents(Node *p_node);
	void update_extents(Node *p_node);
	void reset_extents(Node *p_node, GDScriptTokenizer::Token p_token);
	void reset_extents(Node *p_node, Node *p_from);
	template <class T>
	T *alloc_node() {
		T *node = memnew(T);
		node->next = list;
		list = node;
		reset_extents(node, previous);
		nodes_in_progress.push_back(node);
		return node;
	}
	void clear();
	void push_error(const String &p_message, const Node *p_origin = nullptr);
#ifdef DEBUG_ENABLED
	void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Vector<String> &p_symbols);
	template <typename... Symbols>
	void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Symbols &...p_symbols) {