### Godot version

4.0.2.stable.mono

### System information

Windows 10 - 4.0.2.stable.mono - Any Renderer

### Issue description

In a script with an `@export` variable (with a non-default value), Godot will replace the first variable in the category with the same name. For example, if you're exporting a variable called "Vector", and the value is set to a non-default value, the first variable in the category called "Vector" will also be changed to the same value.

### Steps to reproduce

Attach said script to a node:
```
extends Node

@export var Vector: Vector2
@export_category("Vector")
@export var Var2: float = 1

func _process(delta):
	print(Var2)
```
When changing the value of the `Vector` export variable, the variable Var2 will contain the same value. This does not happen when the `@export_category` has a different name.

### Minimal reproduction project

N/A
p_script->fully_qualified_name = p_class->fqcn;
	p_script->name = p_class->identifier ? p_class->identifier->name : "";
	HashMap<StringName, Ref<GDScript>> old_subclasses;
	if (p_keep_state) {
		old_subclasses = p_script->subclasses;
	}
	p_script->subclasses.clear();
	for (int i = 0; i < p_class->members.size(); i++) {
		if (p_class->members[i].type != GDScriptParser::ClassNode::Member::CLASS) {
			continue;
		}
		const GDScriptParser::ClassNode *inner_class = p_class->members[i].m_class;
		StringName name = inner_class->identifier->name;
		Ref<GDScript> subclass;
		if (old_subclasses.has(name)) {
			subclass = old_subclasses[name];
		} else {
			subclass = GDScriptLanguage::get_singleton()->get_orphan_subclass(inner_class->fqcn);
		}
		if (subclass.is_null()) {
			subclass.instantiate();
		}
		subclass->_owner = p_script;
		subclass->path = p_script->path;
		p_script->subclasses.insert(name, subclass);
		make_scripts(subclass.ptr(), inner_class, p_keep_state);
	}
}
Error GDScriptCompiler::compile(const GDScriptParser *p_parser, GDScript *p_script, bool p_keep_state) {