### Godot version

4.0 beta 16 and 17

### System information

Windows 11

### Issue description

Before beta 16 you could write `@export_category(name)` and it would make a category with "name" as the name.
Now you must use a string when defining the category name. (`@export_category("name")`)
The issue is that the moment you type something that doesn't start with `"` the engine crashes.

### Steps to reproduce

1. Create a script.
2. Write one of the following:
a) `@export_category()`
b) `@export_group()`
c) `@export_subgroup()`
3. In the parentheses write *any* character other than `"`.
4. Watch it crash.

If you managed to save the file the project will crash when opened.

### Minimal reproduction project

[Minimal.zip](https://github.com/godotengine/godot/files/10561826/Minimal.zip)

call->callee = identifier;
			call->function_name = identifier->name;
			consume(GDScriptTokenizer::Token::PARENTHESIS_OPEN, R"(Expected "(" after function name.)");
		}
	} else {
		call->callee = p_previous_operand;
		if (call->callee == nullptr) {
			push_error(R"*(Cannot call on an expression. Use ".call()" if it's a Callable.)*");
		} else if (call->callee->type == Node::IDENTIFIER) {
			call->function_name = static_cast<IdentifierNode *>(call->callee)->name;
			make_completion_context(COMPLETION_METHOD, call->callee);
		} else if (call->callee->type == Node::SUBSCRIPT) {
			SubscriptNode *attribute = static_cast<SubscriptNode *>(call->callee);
			if (attribute->is_attribute) {
				if (attribute->attribute) {
					call->function_name = attribute->attribute->name;
				}
				make_completion_context(COMPLETION_ATTRIBUTE_METHOD, call->callee);
			} else {
				
				push_error(R"*(Cannot call on an expression. Use ".call()" if it's a Callable.)*");
			}
		} else {
			push_error(R"*(Cannot call on an expression. Use ".call()" if it's a Callable.)*");
		}
	}
	
	CompletionType ct = COMPLETION_CALL_ARGUMENTS;
	if (call->function_name == SNAME("load")) {
		ct = COMPLETION_RESOURCE_PATH;