### 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.
p_script->constants.insert(name, enum_value.value);
			} break;
			case GDScriptParser::ClassNode::Member::SIGNAL: {
				const GDScriptParser::SignalNode *signal = member.signal;
				StringName name = signal->identifier->name;
				Vector<StringName> parameters_names;
				parameters_names.resize(signal->parameters.size());
				for (int j = 0; j < signal->parameters.size(); j++) {
					parameters_names.write[j] = signal->parameters[j]->identifier->name;
				}
				p_script->_signals[name] = parameters_names;
			} break;
			case GDScriptParser::ClassNode::Member::ENUM: {
				const GDScriptParser::EnumNode *enum_n = member.m_enum;
				StringName name = enum_n->identifier->name;
				p_script->constants.insert(name, enum_n->dictionary);
			} break;
			case GDScriptParser::ClassNode::Member::GROUP: {
				const GDScriptParser::AnnotationNode *annotation = member.annotation;
				StringName name = annotation->export_info.name;
				
				GDScript::MemberInfo minfo;
				minfo.index = p_script->member_indices.size();
				PropertyInfo prop_info;
				prop_info.name = name;
				prop_info.usage = annotation->export_info.usage;
				prop_info.hint_string = annotation->export_info.hint_string;
				p_script->member_info[name] = prop_info;
				p_script->member_indices[name] = minfo;
				p_script->members.insert(name);