### Godot version

4.1.1.stable.official

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5126) - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads)

### Issue description

So theres this error message:
Expected error after ">" operator."
there appears to be a useless " at the end. Is this intentional?
![image](https://github.com/godotengine/godot/assets/95637172/b7763908-596e-47e6-b632-bd5ceceab9db)


### Steps to reproduce

attach a script and write a ternary operator line, But do after the operator do not write the other piece of code.
var test = 1 if a > # leave it out so it gives an debug error message at edit time
you'll see the debug error message

### Minimal reproduction project

go to scenes\enemys\frog\frog.gd
youll see line 24 which includes the bug
[test.zip](https://github.com/godotengine/godot/files/12328367/test.zip)

{ nullptr,                                          &GDScriptParser::parse_attribute,            	PREC_ATTRIBUTE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ &GDScriptParser::parse_get_node,               	nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		
		{ &GDScriptParser::parse_builtin_constant,			nullptr,                                        PREC_NONE }, 
		{ &GDScriptParser::parse_builtin_constant,			nullptr,                                        PREC_NONE }, 
		{ &GDScriptParser::parse_builtin_constant,			nullptr,                                        PREC_NONE }, 
		{ &GDScriptParser::parse_builtin_constant,			nullptr,                                        PREC_NONE }, 
		
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          &GDScriptParser::parse_invalid_token,        	PREC_CAST }, 
		
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
		{ nullptr,                                          nullptr,                                        PREC_NONE }, 
	};
	
	
	static_assert(sizeof(rules) / sizeof(rules[0]) == GDScriptTokenizer::Token::TK_MAX, "Amount of parse rules don't match the amount of token types.");
	
	return &rules[p_token_type];
}
bool GDScriptParser::SuiteNode::has_local(const StringName &p_name) const {