### Godot version

4.0.rc1

### System information

windows 10

### Issue description

When assigning a lambda to a variable right after an if statement, the parser seems to understand that a ternary expression is happening when in fact it is not.

![image](https://user-images.githubusercontent.com/5783414/218691792-a27619cd-f17c-4d1e-9121-197c22aeec09.png)

### Steps to reproduce

Put the code bellow on a script on an empty project
```gdscript
func test():
	var v
	if true: v = (func(): test())
	if true: v = (func(): test())
	if true: v = (func(): test())

	if true: v = func(): test()
	if true: v = func(): test()
```

### Minimal reproduction project

N/A
#endif
	bool is_annotation = false;
	switch (current.type) {
		case GDScriptTokenizer::Token::PASS:
			advance();
			result = alloc_node<PassNode>();
			complete_extents(result);
			end_statement(R"("pass")");
			break;
		case GDScriptTokenizer::Token::VAR:
			advance();
			result = parse_variable(false, false);
			break;
		case GDScriptTokenizer::Token::CONST:
			advance();
			result = parse_constant(false);
			break;
		case GDScriptTokenizer::Token::IF:
			advance();
			result = parse_if();
			break;
		case GDScriptTokenizer::Token::FOR:
			advance();
			result = parse_for();
			break;
		case GDScriptTokenizer::Token::WHILE:
			advance();
			result = parse_while();
			break;
		case GDScriptTokenizer::Token::MATCH: