### Godot version

4.1.1stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.3179) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads)

### Issue description

So, to make my code better I was using `@export_category("HEALTH")` to create categories in the editor.
Also, right under that, I had ```@export var HEALTH = 30; var current_health: float```. 

Turns out, the `@export_category` creates a boolean variable with the same name as my health variable with caused issues when I wanted to set `current_health` to `HEALTH`. 

Never in the editor this was said or implied by a console error.
I simply fixed it by removing `@export_category` even though I could have changed the name of the category instead.

Just wanted to point that out in case this wasn't intended.


### Steps to reproduce

Try the following code:

```gdscript
@export_category("NAME")
@export var NAME = 1
var my_name: int

func _ready():
    my_name = NAME

func _physics_process(delta):
    print(NAME)
    print(my_name)
```

### Minimal reproduction project

N/A

_Bugsquad edit:_ Fix formatting.
r_error = ERR_COMPILATION_FAILED;
							return GDScriptCodeGenerator::Address();
						}
					} else {
						r_error = ERR_COMPILATION_FAILED;
						return GDScriptCodeGenerator::Address();
					}
				}
			}
			for (int i = 0; i < arguments.size(); i++) {
				if (arguments[i].mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					gen->pop_temporary();
				}
			}
			return result;
		} break;
		case GDScriptParser::Node::GET_NODE: {
			const GDScriptParser::GetNodeNode *get_node = static_cast<const GDScriptParser::GetNodeNode *>(p_expression);
			Vector<GDScriptCodeGenerator::Address> args;
			args.push_back(codegen.add_constant(NodePath(get_node->full_path)));
			GDScriptCodeGenerator::Address result = codegen.add_temporary(_gdtype_from_datatype(get_node->get_datatype(), codegen.script));
			MethodBind *get_node_method = ClassDB::get_method("Node", "get_node");
			gen->write_call_ptrcall(result, GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::SELF), get_node_method, args);
			return result;
		} break;
		case GDScriptParser::Node::PRELOAD: {
			const GDScriptParser::PreloadNode *preload = static_cast<const GDScriptParser::PreloadNode *>(p_expression);
			
			return codegen.add_constant(preload->resource);
		} break;