### 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.
prop_info.hint_string = export_info.hint_string;
					prop_info.usage = export_info.usage | PROPERTY_USAGE_SCRIPT_VARIABLE;
				} else {
					prop_info.usage = PROPERTY_USAGE_SCRIPT_VARIABLE;
				}
				if (variable->is_static) {
					minfo.index = p_script->static_variables_indices.size();
					p_script->static_variables_indices[name] = minfo;
				} else {
					p_script->member_info[name] = prop_info;
					p_script->member_indices[name] = minfo;
					p_script->members.insert(name);
				}
#ifdef TOOLS_ENABLED
				if (variable->initializer != nullptr && variable->initializer->is_constant) {
					p_script->member_default_values[name] = variable->initializer->reduced_value;
					GDScriptCompiler::convert_to_initializer_type(p_script->member_default_values[name], variable);
				} else {
					p_script->member_default_values.erase(name);
				}
#endif
			} break;
			case GDScriptParser::ClassNode::Member::CONSTANT: {
				const GDScriptParser::ConstantNode *constant = member.constant;
				StringName name = constant->identifier->name;
				p_script->constants.insert(name, constant->initializer->reduced_value);
			} break;
			case GDScriptParser::ClassNode::Member::ENUM_VALUE: {
				const GDScriptParser::EnumNode::Value &enum_value = member.enum_value;
				StringName name = enum_value.identifier->name;