### Godot version

v4.0.3.stable.official [5222a99f5]
Master [6101240231600c871f5c5473872532c68ea3268c] (confirmed by https://github.com/godotengine/godot/issues/77666#issuecomment-1568952502)

### System information

Window 10

### Issue description

References are not unreferenced at the end of `if` scopes.

### Steps to reproduce

Copy, paste and run the snippet below, check the results:

```gdscript
extends Node


func _ready() -> void:
  var ref := RefCounted.new()
  var ref_count : int

  # OK
  ref_count = ref.get_reference_count()
  print('Expected: 1, Result: %d' % ref_count)

  # OK
  if true:
    var temp := ref
    temp = null

  ref_count = ref.get_reference_count()
  print('Expected: 1, Result: %d' % ref_count)

  # FAIL
  if true:
    var temp := ref

  ref_count = ref.get_reference_count()
  print('Expected: 1, Result: %d' % ref_count)
```

Output example:

```
Expected: 1, Result: 1
Expected: 1, Result: 1
Expected: 1, Result: 2
```

### Minimal reproduction project

N/A
type = FOR;
		}
	};
	struct FunctionNode : public Node {
		IdentifierNode *identifier = nullptr;
		Vector<ParameterNode *> parameters;
		HashMap<StringName, int> parameters_indices;
		TypeNode *return_type = nullptr;
		SuiteNode *body = nullptr;
		bool is_static = false;
		bool is_coroutine = false;
		Variant rpc_config;
		MethodInfo info;
		LambdaNode *source_lambda = nullptr;
#ifdef TOOLS_ENABLED
		Vector<Variant> default_arg_values;
		String doc_description;
#endif 
		bool resolved_signature = false;
		bool resolved_body = false;
		FunctionNode() {
			type = FUNCTION;
		}
	};
	struct GetNodeNode : public ExpressionNode {
		String full_path;
#ifdef DEBUG_ENABLED
		bool use_dollar = true;
#endif
		GetNodeNode() {