### 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.
return !(this->operator==(p_other));
		}
		void operator=(const DataType &p_other) {
			kind = p_other.kind;
			type_source = p_other.type_source;
			is_read_only = p_other.is_read_only;
			is_constant = p_other.is_constant;
			is_meta_type = p_other.is_meta_type;
			is_pseudo_type = p_other.is_pseudo_type;
			is_coroutine = p_other.is_coroutine;
			builtin_type = p_other.builtin_type;
			native_type = p_other.native_type;
			enum_type = p_other.enum_type;
			script_type = p_other.script_type;
			script_path = p_other.script_path;
			class_type = p_other.class_type;
			method_info = p_other.method_info;
			enum_values = p_other.enum_values;
			unset_container_element_type();
			if (p_other.has_container_element_type()) {
				set_container_element_type(p_other.get_container_element_type());
			}
		}
		DataType() = default;