### Godot version

Godot 4.0.1.stable

### System information

Windows 10, Forward+

### Issue description

Example code:

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```

the warning is ignored by pressing [ignore] in the warnings panel.

pressing it multiple times results in:
```gdscript
@warning_ignore("shadowed_global_identifier", "shadowed_global_identifier")
```


### Steps to reproduce

Shadowing a global function with a method of script:

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```


### Minimal reproduction project

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
    pass
```
ERR_FAIL_COND_V_MSG(p_node->type != Node::FUNCTION, false, vformat(R"("%s" annotation can only be applied to functions.)", p_annotation->name));
	FunctionNode *function = static_cast<FunctionNode *>(p_node);
	if (function->rpc_config.get_type() != Variant::NIL) {
		push_error(R"(RPC annotations can only be used once per function.)", p_annotation);
		return false;
	}
	Dictionary rpc_config;
	rpc_config["rpc_mode"] = MultiplayerAPI::RPC_MODE_AUTHORITY;
	if (!p_annotation->resolved_arguments.is_empty()) {
		unsigned char locality_args = 0;
		unsigned char permission_args = 0;
		unsigned char transfer_mode_args = 0;
		for (int i = 0; i < p_annotation->resolved_arguments.size(); i++) {
			if (i == 3) {
				rpc_config["channel"] = p_annotation->resolved_arguments[i].operator int();
				continue;
			}
			String arg = p_annotation->resolved_arguments[i].operator String();
			if (arg == "call_local") {
				locality_args++;
				rpc_config["call_local"] = true;
			} else if (arg == "call_remote") {
				locality_args++;
				rpc_config["call_local"] = false;
			} else if (arg == "any_peer") {