### 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
ERR_FAIL_COND(p_source == nullptr);
	if (is_ignoring_warnings) {
		return;
	}
	if (GLOBAL_GET("debug/gdscript/warnings/exclude_addons").booleanize() && script_path.begins_with("res://addons/")) {
		return;
	}
	if (ignored_warnings.has(p_code)) {
		return;
	}
	int warn_level = (int)GLOBAL_GET(GDScriptWarning::get_settings_path_from_code(p_code));
	if (!warn_level) {
		return;
	}
	GDScriptWarning warning;
	warning.code = p_code;
	warning.symbols = p_symbols;
	warning.start_line = p_source->start_line;
	warning.end_line = p_source->end_line;
	warning.leftmost_column = p_source->leftmost_column;
	warning.rightmost_column = p_source->rightmost_column;
	if (warn_level == GDScriptWarning::WarnLevel::ERROR) {
		push_error(warning.get_message() + String(" (Warning treated as error.)"), p_source);
		return;
	}
	List<GDScriptWarning>::Element *before = nullptr;
	for (List<GDScriptWarning>::Element *E = warnings.front(); E; E = E->next()) {