### Godot version

Godot 4.0.1.stable

### System information

Windows 10, Forward+

### Issue description

Example code:

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```

the warning is ignored by pressing [ignore] in the warnings panel.

pressing it multiple times results in:
```gdscript
@warning_ignore("shadowed_global_identifier", "shadowed_global_identifier")
```


### Steps to reproduce

Shadowing a global function with a method of script:

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```


### Minimal reproduction project

```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
    pass
```
if (member_node && member_node->type != GDScriptParser::Node::ANNOTATION) {
			
			for (GDScriptParser::AnnotationNode *&E : member_node->annotations) {
				if (E->name == SNAME("@warning_ignore")) {
					resolve_annotation(E);
					E->apply(parser, member.variable);
				}
			}
			for (GDScriptWarning::Code ignored_warning : member_node->ignored_warnings) {
				parser->ignored_warnings.insert(ignored_warning);
			}
		}
#endif
		switch (member.type) {
			case GDScriptParser::ClassNode::Member::VARIABLE: {
				bool previous_static_context = static_context;
				static_context = member.variable->is_static;
				check_class_member_name_conflict(p_class, member.variable->identifier->name, member.variable);
				member.variable->set_datatype(resolving_datatype);
				resolve_variable(member.variable, false);
				
				for (GDScriptParser::AnnotationNode *&E : member.variable->annotations) {
					if (E->name != SNAME("@warning_ignore")) {
						resolve_annotation(E);
						E->apply(parser, member.variable);
					}
				}
				static_context = previous_static_context;
#ifdef DEBUG_ENABLED
				if (member.variable->exported && member.variable->onready) {