### Godot version

4.2 (c5da2e54fe50cad34b5f93fa10538978b33af88d)

### System information

Windows 11

### Issue description

Attempting to run a scene with the following script report Identifier not found error:

![image](https://github.com/godotengine/godot/assets/3036176/3a63b930-0588-499d-80a2-4f88f5f07116)

This does not happen on 4.1.1 so this is a regression.

### Steps to reproduce

Create a script derived from Control and try to get access to the mouse_entered signal.

### Minimal reproduction project

[TestBug.zip](https://github.com/godotengine/godot/files/12237764/TestBug.zip)

case GDScriptParser::Node::BREAKPOINT: {
#ifdef DEBUG_ENABLED
				gen->write_breakpoint();
#endif
			} break;
			case GDScriptParser::Node::VARIABLE: {
				const GDScriptParser::VariableNode *lv = static_cast<const GDScriptParser::VariableNode *>(s);
				
				GDScriptCodeGenerator::Address local = codegen.locals[lv->identifier->name];
				GDScriptDataType local_type = _gdtype_from_datatype(lv->get_datatype(), codegen.script);
				bool initialized = false;
				if (lv->initializer != nullptr) {
					GDScriptCodeGenerator::Address src_address = _parse_expression(codegen, err, lv->initializer);
					if (err) {
						return err;
					}
					if (lv->use_conversion_assign) {
						gen->write_assign_with_conversion(local, src_address);
					} else {
						gen->write_assign(local, src_address);
					}
					if (src_address.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
						codegen.generator->pop_temporary();
					}
					initialized = true;
				} else if (local_type.has_type) {
					
					if (local_type.has_container_element_type()) {
						codegen.generator->write_construct_typed_array(local, local_type.get_container_element_type(), Vector<GDScriptCodeGenerator::Address>());
						initialized = true;