### 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
return nullptr;
			} else {
				if (expression->type == GDScriptParser::Node::LITERAL) {
					pattern->pattern_type = PatternNode::PT_LITERAL;
				} else {
					pattern->pattern_type = PatternNode::PT_EXPRESSION;
				}
				pattern->expression = expression;
			}
			break;
		}
	}
	complete_extents(pattern);
	return pattern;
}
bool GDScriptParser::PatternNode::has_bind(const StringName &p_name) {
	return binds.has(p_name);
}
GDScriptParser::IdentifierNode *GDScriptParser::PatternNode::get_bind(const StringName &p_name) {
	return binds[p_name];
}
GDScriptParser::WhileNode *GDScriptParser::parse_while() {
	WhileNode *n_while = alloc_node<WhileNode>();
	n_while->condition = parse_expression(false);
	if (n_while->condition == nullptr) {
		push_error(R"(Expected conditional expression after "while".)");
	}
	consume(GDScriptTokenizer::Token::COLON, R"(Expected ":" after "while" condition.)");
	
	bool could_break = can_break;