### 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
codegen.generator->write_newline(field->initializer->start_line);
			GDScriptCodeGenerator::Address src_address = _parse_expression(codegen, r_error, field->initializer, false, true);
			if (r_error) {
				memdelete(codegen.generator);
				return nullptr;
			}
			GDScriptDataType field_type = _gdtype_from_datatype(field->get_datatype(), codegen.script);
			GDScriptCodeGenerator::Address temp = codegen.add_temporary(field_type);
			if (field->use_conversion_assign) {
				codegen.generator->write_assign_with_conversion(temp, src_address);
			} else {
				codegen.generator->write_assign(temp, src_address);
			}
			if (src_address.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
				codegen.generator->pop_temporary();
			}
			codegen.generator->write_set_static_variable(temp, class_addr, p_script->static_variables_indices[field->identifier->name].index);
			codegen.generator->pop_temporary();
		}
	}
	if (p_script->has_method(GDScriptLanguage::get_singleton()->strings._static_init)) {
		codegen.generator->write_newline(p_class->start_line);
		codegen.generator->write_call(GDScriptCodeGenerator::Address(), class_addr, GDScriptLanguage::get_singleton()->strings._static_init, Vector<GDScriptCodeGenerator::Address>());
	}
#ifdef DEBUG_ENABLED
	if (EngineDebugger::is_active()) {
		String signature;
		
		if (!p_script->get_script_path().is_empty()) {