### 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.
GDScriptDataType static_var_data_type;
				StringName var_name;
				StringName member_property_setter_function;
				List<const GDScriptParser::SubscriptNode *> chain;
				{
					
					const GDScriptParser::SubscriptNode *n = subscript;
					while (true) {
						chain.push_back(n);
						if (n->base->type != GDScriptParser::Node::SUBSCRIPT) {
							
							if (n->base->type == GDScriptParser::Node::IDENTIFIER) {
								GDScriptParser::IdentifierNode *identifier = static_cast<GDScriptParser::IdentifierNode *>(n->base);
								var_name = identifier->name;
								if (_is_class_member_property(codegen, var_name)) {
									assign_class_member_property = var_name;
								} else if (!_is_local_or_parameter(codegen, var_name)) {
									if (codegen.script->member_indices.has(var_name)) {
										is_member_property = true;
										is_static = false;
										const GDScript::MemberInfo &minfo = codegen.script->member_indices[var_name];
										member_property_setter_function = minfo.setter;
										member_property_has_setter = member_property_setter_function != StringName();
										member_property_is_in_setter = member_property_has_setter && member_property_setter_function == codegen.function_name;
										target_member_property.mode = GDScriptCodeGenerator::Address::MEMBER;
										target_member_property.address = minfo.index;
										target_member_property.type = minfo.data_type;
									} else {
										
										GDScript *scr = codegen.script;