### 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
```
#ifndef GDSCRIPT_ANALYZER_H
#define GDSCRIPT_ANALYZER_H
#include "gdscript_cache.h"
#include "gdscript_parser.h"
#include "core/object/object.h"
#include "core/object/ref_counted.h"
#include "core/templates/hash_set.h"
class GDScriptAnalyzer {
	GDScriptParser *parser = nullptr;
	HashMap<String, Ref<GDScriptParserRef>> depended_parsers;
	const GDScriptParser::EnumNode *current_enum = nullptr;
	List<GDScriptParser::LambdaNode *> lambda_stack;
	bool static_context = false;
	
	static _FORCE_INLINE_ bool has_member_name_conflict_in_script_class(const StringName &p_name, const GDScriptParser::ClassNode *p_current_class_node, const GDScriptParser::Node *p_member);
	static _FORCE_INLINE_ bool has_member_name_conflict_in_native_type(const StringName &p_name, const StringName &p_native_type_string);
	Error check_native_member_name_conflict(const StringName &p_member_name, const GDScriptParser::Node *p_member_node, const StringName &p_native_type_string);