### Godot version

4.1.1stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.3179) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads)

### Issue description

So, to make my code better I was using `@export_category("HEALTH")` to create categories in the editor.
Also, right under that, I had ```@export var HEALTH = 30; var current_health: float```. 

Turns out, the `@export_category` creates a boolean variable with the same name as my health variable with caused issues when I wanted to set `current_health` to `HEALTH`. 

Never in the editor this was said or implied by a console error.
I simply fixed it by removing `@export_category` even though I could have changed the name of the category instead.

Just wanted to point that out in case this wasn't intended.


### Steps to reproduce

Try the following code:

```gdscript
@export_category("NAME")
@export var NAME = 1
var my_name: int

func _ready():
    my_name = NAME

func _physics_process(delta):
    print(NAME)
    print(my_name)
```

### Minimal reproduction project

N/A

_Bugsquad edit:_ Fix formatting.
return members[members_indices[p_name]];
		}
		bool has_member(const StringName &p_name) const {
			return members_indices.has(p_name);
		}
		bool has_function(const StringName &p_name) const {
			return has_member(p_name) && members[members_indices[p_name]].type == Member::FUNCTION;
		}
		template <class T>
		void add_member(T *p_member_node) {
			members_indices[p_member_node->identifier->name] = members.size();
			members.push_back(Member(p_member_node));
		}
		void add_member(const EnumNode::Value &p_enum_value) {
			members_indices[p_enum_value.identifier->name] = members.size();
			members.push_back(Member(p_enum_value));
		}
		void add_member_group(AnnotationNode *p_annotation_node) {
			members_indices[p_annotation_node->export_info.name] = members.size();
			members.push_back(Member(p_annotation_node));
		}
		ClassNode() {
			type = CLASS;
		}
	};
	struct ConstantNode : public AssignableNode {
#ifdef TOOLS_ENABLED
		String doc_description;
#endif 
		ConstantNode() {