### 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
case GDScriptTokenizer::Token::BREAKPOINT:
			advance();
			result = alloc_node<BreakpointNode>();
			complete_extents(result);
			end_statement(R"("breakpoint")");
			break;
		case GDScriptTokenizer::Token::ASSERT:
			advance();
			result = parse_assert();
			break;
		case GDScriptTokenizer::Token::ANNOTATION: {
			advance();
			is_annotation = true;
			AnnotationNode *annotation = parse_annotation(AnnotationInfo::STATEMENT);
			if (annotation != nullptr) {
				annotation_stack.push_back(annotation);
			}
			break;
		}
		default: {
			
			ExpressionNode *expression = parse_expression(true); 
			bool has_ended_lambda = false;
			if (expression == nullptr) {
				if (in_lambda) {
					
					lambda_ended = true;
					has_ended_lambda = true;
				} else {
					advance();