### Godot version

4.0.rc1

### System information

windows 10

### Issue description

When assigning a lambda to a variable right after an if statement, the parser seems to understand that a ternary expression is happening when in fact it is not.

![image](https://user-images.githubusercontent.com/5783414/218691792-a27619cd-f17c-4d1e-9121-197c22aeec09.png)

### Steps to reproduce

Put the code bellow on a script on an empty project
```gdscript
func test():
	var v
	if true: v = (func(): test())
	if true: v = (func(): test())
	if true: v = (func(): test())

	if true: v = func(): test()
	if true: v = func(): test()
```

### Minimal reproduction project

N/A
pop_multiline();
				complete_extents(call);
				return nullptr;
			}
			if (current_function->identifier) {
				call->function_name = current_function->identifier->name;
			} else {
				call->function_name = SNAME("<anonymous>");
			}
		} else {
			consume(GDScriptTokenizer::Token::PERIOD, R"(Expected "." or "(" after "super".)");
			make_completion_context(COMPLETION_SUPER_METHOD, call, true);
			if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected function name after ".".)")) {
				pop_multiline();
				complete_extents(call);
				return nullptr;
			}
			IdentifierNode *identifier = parse_identifier();
			call->callee = identifier;
			call->function_name = identifier->name;
			consume(GDScriptTokenizer::Token::PARENTHESIS_OPEN, R"(Expected "(" after function name.)");
		}
	} else {
		call->callee = p_previous_operand;
		if (call->callee == nullptr) {
			push_error(R"*(Cannot call on an expression. Use ".call()" if it's a Callable.)*");
		} else if (call->callee->type == Node::IDENTIFIER) {
			call->function_name = static_cast<IdentifierNode *>(call->callee)->name;
			make_completion_context(COMPLETION_METHOD, call->callee);
		} else if (call->callee->type == Node::SUBSCRIPT) {