### Godot version

v4.0.stable.official [92bee43ad]

### System information

Steam OS Holo, Steam Deck

### Issue description

Using a `[br]` tag at the end of a line in a documentation comment adds an additional space at the beginning of the following line:

![image](https://user-images.githubusercontent.com/857660/236700815-c78a317f-cdf8-4f3c-8489-41f9559ffe6d.png)


### Steps to reproduce

The script below is what I used to generate the image above:

```gdscript
class_name Test
extends Node

## High-level description
##
## First line of detail.[br]
## Second line of detail.
```

Removing the space between `##` and `Second` doesn't change the output.

The only workaround I've found so far is to remove the linebreak after the `[br]` tag, but this makes the documentation comments harder to read in the editor:

```gdscript
class_name Test
extends Node

## High-level description
##
## First line of detail.[br]Second line of detail.
```

### Minimal reproduction project

N/A
consume(GDScriptTokenizer::Token::NEWLINE, R"(Expected a newline after "match" statement.)");
	if (!consume(GDScriptTokenizer::Token::INDENT, R"(Expected an indented block after "match" statement.)")) {
		complete_extents(match);
		return match;
	}
	bool all_have_return = true;
	bool have_wildcard = false;
	while (!check(GDScriptTokenizer::Token::DEDENT) && !is_at_end()) {
		MatchBranchNode *branch = parse_match_branch();
		if (branch == nullptr) {
			advance();
			continue;
		}
#ifdef DEBUG_ENABLED
		if (have_wildcard && !branch->patterns.is_empty()) {
			push_warning(branch->patterns[0], GDScriptWarning::UNREACHABLE_PATTERN);
		}
#endif
		have_wildcard = have_wildcard || branch->has_wildcard;
		all_have_return = all_have_return && branch->block->has_return;
		match->branches.push_back(branch);
	}
	complete_extents(match);
	consume(GDScriptTokenizer::Token::DEDENT, R"(Expected an indented block after "match" statement.)");
	if (all_have_return && have_wildcard) {
		current_suite->has_return = true;
	}
	return match;
}
GDScriptParser::MatchBranchNode *GDScriptParser::parse_match_branch() {