### 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.
}
	GDScriptFunction *gd_function = codegen.generator->write_end();
	if (is_initializer) {
		p_script->initializer = gd_function;
	} else if (is_implicit_initializer) {
		p_script->implicit_initializer = gd_function;
	} else if (is_implicit_ready) {
		p_script->implicit_ready = gd_function;
	}
	if (p_func) {
		
		if (p_func->body->has_return) {
			gd_function->return_type = _gdtype_from_datatype(p_func->get_datatype(), p_script);
		} else {
			gd_function->return_type = GDScriptDataType();
			gd_function->return_type.has_type = true;
			gd_function->return_type.kind = GDScriptDataType::BUILTIN;
			gd_function->return_type.builtin_type = Variant::NIL;
		}
#ifdef TOOLS_ENABLED
		gd_function->default_arg_values = p_func->default_arg_values;
#endif
	}
	if (!is_implicit_initializer && !is_implicit_ready && !p_for_lambda) {
		p_script->member_functions[func_name] = gd_function;
	}
	memdelete(codegen.generator);
	return gd_function;
}
GDScriptFunction *GDScriptCompiler::_make_static_initializer(Error &r_error, GDScript *p_script, const GDScriptParser::ClassNode *p_class) {