### 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 (type_source == UNDETECTED || p_other.type_source == UNDETECTED) {
				return true; 
			}
			if (type_source == INFERRED || p_other.type_source == INFERRED) {
				return true; 
			}
			if (kind != p_other.kind) {
				return false;
			}
			switch (kind) {
				case VARIANT:
					return true; 
				case BUILTIN:
					return builtin_type == p_other.builtin_type;
				case NATIVE:
				case ENUM: 
					return native_type == p_other.native_type;
				case SCRIPT:
					return script_type == p_other.script_type;
				case CLASS:
					return class_type == p_other.class_type || class_type->fqcn == p_other.class_type->fqcn;
				case RESOLVING:
				case UNRESOLVED:
					break;
			}
			return false;
		}
		bool operator!=(const DataType &p_other) const {