### 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.
func_args.clear();
				func_args.push_back(pattern_key_addr);
				codegen.generator->write_call(result_addr, p_value_addr, "has", func_args);
				if (element.value_pattern != nullptr) {
					
					codegen.generator->write_and_left_operand(result_addr);
					
					codegen.generator->write_get(element_addr, pattern_key_addr, p_value_addr);
					
					func_args.clear();
					func_args.push_back(element_addr);
					codegen.generator->write_call_utility(element_type_addr, "typeof", func_args);
					
					result_addr = _parse_match_pattern(codegen, r_error, element.value_pattern, element_addr, element_type_addr, result_addr, false, true);
					if (r_error != OK) {
						return GDScriptCodeGenerator::Address();
					}
					codegen.generator->write_and_right_operand(result_addr);
					codegen.generator->write_end_and(result_addr);
				}
				codegen.generator->write_and_right_operand(result_addr);
				codegen.generator->write_end_and(result_addr);
				
				if (pattern_key_addr.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					codegen.generator->pop_temporary();
				}
			}
			
			codegen.generator->pop_temporary();
			codegen.generator->pop_temporary();