### Godot version

4.0.2.stable

### System information

Ubuntu 22.10

### Issue description

This happens when converting a godot3 project to a godot4 project.
Godot3 source
```gdscript
extends Node2D

export(int) var integer := 2
export(Resource) var resource: Resource = null
```

Result
```gdscript
extends Node2D

@export var integer: int := 2
@export var resource: Resource: Resource = null
```

Expected result
```gdscript
extends Node2D

@export var integer := 2
@export var resource: Resource = null
```

If someone can point to where in the code this might be fixed maybe I can fix it myself, sounds like a good first issue.


### Steps to reproduce

Open the given project (or any project really) and convert it to a godot 4 project

### Minimal reproduction project

[Conversion Tool Typing Problem.zip](https://github.com/godotengine/godot/files/11185334/Conversion.Tool.Typing.Problem.zip)

valid = valid && test_conversion_gdscript_builtin("\tif OS.is_window_always_on_top(): pass", "\tif get_window().always_on_top: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tOS.set_window_always_on_top(Settings.alwaystop)", "\tget_window().always_on_top = (Settings.alwaystop)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tif OS.get_borderless_window(): pass", "\tif get_window().borderless: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tOS.set_borderless_window(Settings.borderless)", "\tget_window().borderless = (Settings.borderless)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_(b)\n\tr.set_floor__enabled(c)\n\tr.set_(d)\n\tr.set_(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_(b)\n\tset_floor__enabled(c)\n\tset_(d)\n\tset_(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter40 looks that  in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_(b)\n\tr.set_floor__enabled(c)\n\tr.set_(d)\n\tr.set_(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter40 looks that  in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tset_(b)\n\tset_floor__enabled(c)\n\tset_(d)\n\tset_(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("remove_and_slide(a,b,c,d,e,f)", "remove_and_slide(a,b,c,d,e,f)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("sort_custom( a , b )", "sort_custom(Callable(a, b))", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("func c(var a, var b)", "func c(a, b)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("draw_line(1, 2, 3, 4, 5)", "draw_line(1, 2, 3, 4)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmtx.lock()", "\tmtx.lock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmutex.unlock()", "\tmutex.unlock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_with_regex("extends CSGBox", "extends CSGBox3D", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("CSGBox", "CSGBox3D", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial", "Node3D", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.tscn", "Spatial.tscn", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.gd", "Spatial.gd", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.shader", "Spatial.shader", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.other", "Node3D.other", &ProjectConverter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_gdscript_builtin("\nonready", "\n@onready", &ProjectConverter3To4::rename_gdscript_keywords, "gdscript keyword", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("onready", "@onready", &ProjectConverter3To4::rename_gdscript_keywords, "gdscript keyword", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin(" onready", " onready", &ProjectConverter3To4::rename_gdscript_keywords, "gdscript keyword", reg_container, false);