### 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
ExpressionNode *parse_lambda(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_type_test(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_invalid_token(ExpressionNode *p_previous_operand, bool p_can_assign);
	TypeNode *parse_type(bool p_allow_void = false);
#ifdef TOOLS_ENABLED
	
	int class_doc_line = 0x7FFFFFFF;
	bool has_comment(int p_line, bool p_must_be_doc = false);
	String get_doc_comment(int p_line, bool p_single_line = false);
	void get_class_doc_comment(int p_line, String &p_brief, String &p_desc, Vector<Pair<String, String>> &p_tutorials, bool p_inner_class);
#endif 
public:
	Error parse(const String &p_source_code, const String &p_script_path, bool p_for_completion);
	ClassNode *get_tree() const { return head; }
	bool is_tool() const { return _is_tool; }
	ClassNode *find_class(const String &p_qualified_name) const;
	bool has_class(const GDScriptParser::ClassNode *p_class) const;
	static Variant::Type get_builtin_type(const StringName &p_type);
	CompletionContext get_completion_context() const { return completion_context; }
	CompletionCall get_completion_call() const { return completion_call; }
	void get_annotation_list(List<MethodInfo> *r_annotations) const;
	bool annotation_exists(const String &p_annotation_name) const;
	const List<ParserError> &get_errors() const { return errors; }
	const List<String> get_dependencies() const {
		
		return List<String>();
	}
#ifdef DEBUG_ENABLED
	const List<GDScriptWarning> &get_warnings() const { return warnings; }