### 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.
String script_path;
	bool for_completion = false;
	bool panic_mode = false;
	bool can_break = false;
	bool can_continue = false;
	List<bool> multiline_stack;
	ClassNode *head = nullptr;
	Node *list = nullptr;
	List<ParserError> errors;
#ifdef DEBUG_ENABLED
	bool is_ignoring_warnings = false;
	List<GDScriptWarning> warnings;
	HashSet<GDScriptWarning::Code> ignored_warnings;
	HashSet<int> unsafe_lines;
#endif
	GDScriptTokenizer tokenizer;
	GDScriptTokenizer::Token previous;
	GDScriptTokenizer::Token current;
	ClassNode *current_class = nullptr;
	FunctionNode *current_function = nullptr;
	SuiteNode *current_suite = nullptr;
	CompletionContext completion_context;
	CompletionCall completion_call;
	List<CompletionCall> completion_call_stack;
	bool passed_cursor = false;
	bool in_lambda = false;
	bool lambda_ended = false; 
	typedef bool (GDScriptParser::*AnnotationAction)(const AnnotationNode *p_annotation, Node *p_target);
	struct AnnotationInfo {
		enum TargetKind {