### 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 (info.path.get_extension().to_lower() != GDScriptLanguage::get_singleton()->get_extension()) {
					push_error(vformat(R"(Singleton %s is not a GDScript.)", info.name), id);
					return ERR_PARSE_ERROR;
				}
				Ref<GDScriptParserRef> info_parser = get_parser_for(info.path);
				if (info_parser.is_null()) {
					push_error(vformat(R"(Could not parse singleton from "%s".)", info.path), id);
					return ERR_PARSE_ERROR;
				}
				Error err = info_parser->raise_status(GDScriptParserRef::INHERITANCE_SOLVED);
				if (err != OK) {
					push_error(vformat(R"(Could not resolve super class inheritance from "%s".)", name), id);
					return err;
				}
				base = info_parser->get_parser()->head->get_datatype();
			} else if (class_exists(name)) {
				base.kind = GDScriptParser::DataType::NATIVE;
				base.native_type = name;
			} else {
				
				bool found = false;
				List<GDScriptParser::ClassNode *> script_classes;
				get_class_node_current_scope_classes(p_class, &script_classes);
				for (GDScriptParser::ClassNode *look_class : script_classes) {
					if (look_class->identifier && look_class->identifier->name == name) {
						if (!look_class->get_datatype().is_set()) {
							Error err = resolve_class_inheritance(look_class, id);
							if (err) {
								return err;
							}