### 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
if (locals_indices.has(p_name)) {
		return true;
	}
	if (parent_block != nullptr) {
		return parent_block->has_local(p_name);
	}
	return false;
}
const GDScriptParser::SuiteNode::Local &GDScriptParser::SuiteNode::get_local(const StringName &p_name) const {
	if (locals_indices.has(p_name)) {
		return locals[locals_indices[p_name]];
	}
	if (parent_block != nullptr) {
		return parent_block->get_local(p_name);
	}
	return empty;
}
bool GDScriptParser::AnnotationNode::apply(GDScriptParser *p_this, Node *p_target) {
	if (is_applied) {
		return true;
	}
	is_applied = true;
	return (p_this->*(p_this->valid_annotations[name].apply))(this, p_target);
}
bool GDScriptParser::AnnotationNode::applies_to(uint32_t p_target_kinds) const {
	return (info->target_kind & p_target_kinds) > 0;
}
bool GDScriptParser::validate_annotation_arguments(AnnotationNode *p_annotation) {