### 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
gen->write_call_utility(type, "typeof", typeof_args);
				
				
				for (int j = 0; j < match->branches.size(); j++) {
					if (j > 0) {
						
						gen->write_else();
					}
					const GDScriptParser::MatchBranchNode *branch = match->branches[j];
					codegen.start_block(); 
					
					List<GDScriptCodeGenerator::Address> branch_locals = _add_locals_in_block(codegen, branch->block);
#ifdef DEBUG_ENABLED
					
					gen->write_newline(branch->start_line);
#endif
					
					GDScriptCodeGenerator::Address pattern_result = codegen.add_temporary();
					for (int k = 0; k < branch->patterns.size(); k++) {
						pattern_result = _parse_match_pattern(codegen, err, branch->patterns[k], value, type, pattern_result, k == 0, false);
						if (err != OK) {
							return err;
						}
					}
					
					gen->write_if(pattern_result);
					
					gen->pop_temporary();
					
					err = _parse_block(codegen, branch->block, false);