### Godot version

4.0.2.stable.mono

### System information

Windows 10 - 4.0.2.stable.mono - Any Renderer

### Issue description

In a script with an `@export` variable (with a non-default value), Godot will replace the first variable in the category with the same name. For example, if you're exporting a variable called "Vector", and the value is set to a non-default value, the first variable in the category called "Vector" will also be changed to the same value.

### Steps to reproduce

Attach said script to a node:
```
extends Node

@export var Vector: Vector2
@export_category("Vector")
@export var Var2: float = 1

func _process(delta):
	print(Var2)
```
When changing the value of the `Vector` export variable, the variable Var2 will contain the same value. This does not happen when the `@export_category` has a different name.

### Minimal reproduction project

N/A
struct ChainInfo {
					bool is_named = false;
					GDScriptCodeGenerator::Address base;
					GDScriptCodeGenerator::Address key;
					StringName name;
				};
				List<ChainInfo> set_chain;
				for (List<const GDScriptParser::SubscriptNode *>::Element *E = chain.back(); E; E = E->prev()) {
					if (E == chain.front()) {
						
						break;
					}
					const GDScriptParser::SubscriptNode *subscript_elem = E->get();
					GDScriptCodeGenerator::Address value = codegen.add_temporary(_gdtype_from_datatype(subscript_elem->get_datatype(), codegen.script));
					GDScriptCodeGenerator::Address key;
					StringName name;
					if (subscript_elem->is_attribute) {
						name = subscript_elem->attribute->name;
						gen->write_get_named(value, name, prev_base);
					} else {
						key = _parse_expression(codegen, r_error, subscript_elem->index);
						if (r_error) {
							return GDScriptCodeGenerator::Address();
						}
						gen->write_get(value, key, prev_base);
					}
					
					set_chain.push_front({ subscript_elem->is_attribute, prev_base, key, name }); 
					prev_base = value;
				}