### 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.
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
		virtual bool is_expression() const { return false; }
		virtual ~Node() {}
	};
	struct ExpressionNode : public Node {
		
		bool reduced = false;
		bool is_constant = false;
		Variant reduced_value;
		virtual bool is_expression() const override { return true; }
		virtual ~ExpressionNode() {}
	protected:
		ExpressionNode() {}
	};
	struct AnnotationNode : public Node {
		StringName name;
		Vector<ExpressionNode *> arguments;
		Vector<Variant> resolved_arguments;
		AnnotationInfo *info = nullptr;
		PropertyInfo export_info;
		bool is_resolved = false;
		bool is_applied = false;
		bool apply(GDScriptParser *p_this, Node *p_target);
		bool applies_to(uint32_t p_target_kinds) const;
		AnnotationNode() {