### 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
break;
		case Node::RETURN:
			print_return(static_cast<ReturnNode *>(p_statement));
			break;
		case Node::BREAK:
			push_line("Break");
			break;
		case Node::CONTINUE:
			push_line("Continue");
			break;
		case Node::PASS:
			push_line("Pass");
			break;
		case Node::BREAKPOINT:
			push_line("Breakpoint");
			break;
		case Node::ASSIGNMENT:
			print_assignment(static_cast<AssignmentNode *>(p_statement));
			break;
		default:
			if (p_statement->is_expression()) {
				print_expression(static_cast<ExpressionNode *>(p_statement));
				push_line();
			} else {
				push_line(vformat("<unknown statement %d>", p_statement->type));
			}
			break;
	}
}
void GDScriptParser::TreePrinter::print_suite(SuiteNode *p_suite) {