### Godot version

4.1.1stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.3179) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads)

### Issue description

So, to make my code better I was using `@export_category("HEALTH")` to create categories in the editor.
Also, right under that, I had ```@export var HEALTH = 30; var current_health: float```. 

Turns out, the `@export_category` creates a boolean variable with the same name as my health variable with caused issues when I wanted to set `current_health` to `HEALTH`. 

Never in the editor this was said or implied by a console error.
I simply fixed it by removing `@export_category` even though I could have changed the name of the category instead.

Just wanted to point that out in case this wasn't intended.


### Steps to reproduce

Try the following code:

```gdscript
@export_category("NAME")
@export var NAME = 1
var my_name: int

func _ready():
    my_name = NAME

func _physics_process(delta):
    print(NAME)
    print(my_name)
```

### Minimal reproduction project

N/A

_Bugsquad edit:_ Fix formatting.
if (is_awaited) {
								gen->write_call_async(result, self, call->function_name, arguments);
							} else {
								gen->write_call(result, self, call->function_name, arguments);
							}
						} else {
							if (is_awaited) {
								gen->write_call_self_async(result, call->function_name, arguments);
							} else {
								gen->write_call_self(result, call->function_name, arguments);
							}
						}
					} else if (callee->type == GDScriptParser::Node::SUBSCRIPT) {
						const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);
						if (subscript->is_attribute) {
							
							if (!call->is_super && subscript->base->type == GDScriptParser::Node::IDENTIFIER && GDScriptParser::get_builtin_type(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name) < Variant::VARIANT_MAX) {
								gen->write_call_builtin_type_static(result, GDScriptParser::get_builtin_type(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name), subscript->attribute->name, arguments);
							} else if (!call->is_super && subscript->base->type == GDScriptParser::Node::IDENTIFIER && call->function_name != SNAME("new") &&
									ClassDB::class_exists(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name) && !Engine::get_singleton()->has_singleton(static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name)) {
								
								gen->write_call_native_static(result, static_cast<GDScriptParser::IdentifierNode *>(subscript->base)->name, subscript->attribute->name, arguments);
							} else {
								GDScriptCodeGenerator::Address base = _parse_expression(codegen, r_error, subscript->base);
								if (r_error) {
									return GDScriptCodeGenerator::Address();
								}
								if (is_awaited) {
									gen->write_call_async(result, base, call->function_name, arguments);
								} else if (base.type.has_type && base.type.kind != GDScriptDataType::BUILTIN) {