### 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
} else if (!call->is_super && call->callee->type == GDScriptParser::Node::IDENTIFIER && Variant::has_utility_function(call->function_name)) {
				
				gen->write_call_utility(result, call->function_name, arguments);
			} else if (!call->is_super && call->callee->type == GDScriptParser::Node::IDENTIFIER && GDScriptUtilityFunctions::function_exists(call->function_name)) {
				
				gen->write_call_gdscript_utility(result, call->function_name, arguments);
			} else {
				
				const GDScriptParser::ExpressionNode *callee = call->callee;
				if (call->is_super) {
					
					gen->write_super_call(result, call->function_name, arguments);
				} else {
					if (callee->type == GDScriptParser::Node::IDENTIFIER) {
						
						if (ClassDB::has_method(codegen.script->native->get_name(), call->function_name)) {
							
							GDScriptCodeGenerator::Address self;
							self.mode = GDScriptCodeGenerator::Address::SELF;
							MethodBind *method = ClassDB::get_method(codegen.script->native->get_name(), call->function_name);
							if (_can_use_ptrcall(method, arguments)) {
								
								gen->write_call_ptrcall(result, self, method, arguments);
							} else {
								
								gen->write_call_method_bind(result, self, method, arguments);
							}
						} else if (codegen.is_static || (codegen.function_node && codegen.function_node->is_static) || call->function_name == "new") {
							GDScriptCodeGenerator::Address self;
							self.mode = GDScriptCodeGenerator::Address::CLASS;