### 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.
LITERAL,
			MATCH,
			MATCH_BRANCH,
			PARAMETER,
			PASS,
			PATTERN,
			PRELOAD,
			RETURN,
			SELF,
			SIGNAL,
			SUBSCRIPT,
			SUITE,
			TERNARY_OPERATOR,
			TYPE,
			TYPE_TEST,
			UNARY_OPERATOR,
			VARIABLE,
			WHILE,
		};
		Type type = NONE;
		int start_line = 0, end_line = 0;
		int start_column = 0, end_column = 0;
		int leftmost_column = 0, rightmost_column = 0;
		Node *next = nullptr;
		List<AnnotationNode *> annotations;
#ifdef DEBUG_ENABLED
		Vector<GDScriptWarning::Code> ignored_warnings;
#endif
		DataType datatype;
		virtual DataType get_datatype() const { return datatype; }