### 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 (err) {
						return err;
					}
					_clear_addresses(codegen, branch_locals);
					codegen.end_block(); 
				}
				
				for (int j = 0; j < match->branches.size(); j++) {
					gen->write_endif();
				}
			} break;
			case GDScriptParser::Node::IF: {
				const GDScriptParser::IfNode *if_n = static_cast<const GDScriptParser::IfNode *>(s);
				GDScriptCodeGenerator::Address condition = _parse_expression(codegen, err, if_n->condition);
				if (err) {
					return err;
				}
				gen->write_if(condition);
				if (condition.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					codegen.generator->pop_temporary();
				}
				err = _parse_block(codegen, if_n->true_block);
				if (err) {
					return err;
				}
				if (if_n->false_block) {
					gen->write_else();
					err = _parse_block(codegen, if_n->false_block);
					if (err) {
						return err;