### Godot version

Godot 4.0.1.stable

### System information

Windows 10, Forward+

### Issue description

Example code:

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```

the warning is ignored by pressing [ignore] in the warnings panel.

pressing it multiple times results in:
```gdscript
@warning_ignore("shadowed_global_identifier", "shadowed_global_identifier")
```


### Steps to reproduce

Shadowing a global function with a method of script:

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```


### Minimal reproduction project

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
    pass
```
bool all_is_constant = true;
	HashMap<int, GDScriptParser::ArrayNode *> arrays; 
	for (int i = 0; i < p_call->arguments.size(); i++) {
		reduce_expression(p_call->arguments[i]);
		if (p_call->arguments[i]->type == GDScriptParser::Node::ARRAY) {
			arrays[i] = static_cast<GDScriptParser::ArrayNode *>(p_call->arguments[i]);
		}
		all_is_constant = all_is_constant && p_call->arguments[i]->is_constant;
	}
	GDScriptParser::Node::Type callee_type = p_call->get_callee_type();
	GDScriptParser::DataType call_type;
	if (!p_call->is_super && callee_type == GDScriptParser::Node::IDENTIFIER) {
		
		StringName function_name = p_call->function_name;
		Variant::Type builtin_type = GDScriptParser::get_builtin_type(function_name);
		if (builtin_type < Variant::VARIANT_MAX) {
			
			call_type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
			call_type.kind = GDScriptParser::DataType::BUILTIN;
			call_type.builtin_type = builtin_type;
			if (builtin_type == Variant::OBJECT) {
				call_type.kind = GDScriptParser::DataType::NATIVE;
				call_type.native_type = function_name; 
			}
			bool safe_to_fold = true;
			switch (builtin_type) {
				
				
				case Variant::OBJECT:
				case Variant::DICTIONARY: