### Godot version

4.0.2.stable.mono

### System information

Windows 10 - 4.0.2.stable.mono - Any Renderer

### Issue description

In a script with an `@export` variable (with a non-default value), Godot will replace the first variable in the category with the same name. For example, if you're exporting a variable called "Vector", and the value is set to a non-default value, the first variable in the category called "Vector" will also be changed to the same value.

### Steps to reproduce

Attach said script to a node:
```
extends Node

@export var Vector: Vector2
@export_category("Vector")
@export var Var2: float = 1

func _process(delta):
	print(Var2)
```
When changing the value of the `Vector` export variable, the variable Var2 will contain the same value. This does not happen when the `@export_category` has a different name.

### Minimal reproduction project

N/A
type = GROUP;
				annotation = p_annotation;
			}
		};
		IdentifierNode *identifier = nullptr;
		String icon_path;
		Vector<Member> members;
		HashMap<StringName, int> members_indices;
		ClassNode *outer = nullptr;
		bool extends_used = false;
		bool onready_used = false;
		bool has_static_data = false;
		bool annotated_static_unload = false;
		String extends_path;
		Vector<IdentifierNode *> extends; 
		DataType base_type;
		String fqcn; 
#ifdef TOOLS_ENABLED
		String doc_description;
		String doc_brief_description;
		Vector<Pair<String, String>> doc_tutorials;
		
		void set_enum_value_doc(const StringName &p_name, const String &p_doc_description) {
			ERR_FAIL_INDEX(members_indices[p_name], members.size());
			members.write[members_indices[p_name]].enum_value.doc_description = p_doc_description;
		}
#endif 
		bool resolved_interface = false;
		bool resolved_body = false;
		Member get_member(const StringName &p_name) const {