### 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.
ExpressionNode *parse_lambda(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_type_test(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_invalid_token(ExpressionNode *p_previous_operand, bool p_can_assign);
	TypeNode *parse_type(bool p_allow_void = false);
#ifdef TOOLS_ENABLED
	
	int class_doc_line = 0x7FFFFFFF;
	bool has_comment(int p_line, bool p_must_be_doc = false);
	String get_doc_comment(int p_line, bool p_single_line = false);
	void get_class_doc_comment(int p_line, String &p_brief, String &p_desc, Vector<Pair<String, String>> &p_tutorials, bool p_inner_class);
#endif 
public:
	Error parse(const String &p_source_code, const String &p_script_path, bool p_for_completion);
	ClassNode *get_tree() const { return head; }
	bool is_tool() const { return _is_tool; }
	ClassNode *find_class(const String &p_qualified_name) const;
	bool has_class(const GDScriptParser::ClassNode *p_class) const;
	static Variant::Type get_builtin_type(const StringName &p_type);
	CompletionContext get_completion_context() const { return completion_context; }
	CompletionCall get_completion_call() const { return completion_call; }
	void get_annotation_list(List<MethodInfo> *r_annotations) const;
	bool annotation_exists(const String &p_annotation_name) const;
	const List<ParserError> &get_errors() const { return errors; }
	const List<String> get_dependencies() const {
		
		return List<String>();
	}
#ifdef DEBUG_ENABLED
	const List<GDScriptWarning> &get_warnings() const { return warnings; }