### 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
ExpressionNode *grouped = parse_expression(false);
	pop_multiline();
	if (grouped == nullptr) {
		push_error(R"(Expected grouping expression.)");
	} else {
		consume(GDScriptTokenizer::Token::PARENTHESIS_CLOSE, R"*(Expected closing ")" after grouping expression.)*");
	}
	return grouped;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_attribute(ExpressionNode *p_previous_operand, bool p_can_assign) {
	SubscriptNode *attribute = alloc_node<SubscriptNode>();
	reset_extents(attribute, p_previous_operand);
	update_extents(attribute);
	if (for_completion) {
		bool is_builtin = false;
		if (p_previous_operand && p_previous_operand->type == Node::IDENTIFIER) {
			const IdentifierNode *id = static_cast<const IdentifierNode *>(p_previous_operand);
			Variant::Type builtin_type = get_builtin_type(id->name);
			if (builtin_type < Variant::VARIANT_MAX) {
				make_completion_context(COMPLETION_BUILT_IN_TYPE_CONSTANT_OR_STATIC_METHOD, builtin_type, true);
				is_builtin = true;
			}
		}
		if (!is_builtin) {
			make_completion_context(COMPLETION_ATTRIBUTE, attribute, -1, true);
		}