### Godot version

v4.0.beta14.official [28a24639c]

### System information

MacOS 12.6.2

### Issue description

Beta 14 throws an error for custom `@icon`, e.g.
```
class_name StateMachine extends Node

@icon("res://assets/icons/state_machine.svg")
```
> Annotation "`@icon`" is not allowed in this level.

In beta 13 and before that worked fine.

### Steps to reproduce

1. Add a custom `@icon` in a custom node script.
2. Error message: Annotation "`@icon`" is not allowed in this level.

There are possibly other errors because a `class_name` node is now not recognized if extended by other classes, but they should resolve if `@icon` is removed.

### Minimal reproduction project

N/A
n_if->false_block = parse_suite(R"("else" block)");
	}
	complete_extents(n_if);
	if (n_if->false_block != nullptr && n_if->false_block->has_return && n_if->true_block->has_return) {
		current_suite->has_return = true;
	}
	if (n_if->false_block != nullptr && n_if->false_block->has_continue) {
		current_suite->has_continue = true;
	}
	return n_if;
}
GDScriptParser::MatchNode *GDScriptParser::parse_match() {
	MatchNode *match = alloc_node<MatchNode>();
	match->test = parse_expression(false);
	if (match->test == nullptr) {
		push_error(R"(Expected expression to test after "match".)");
	}
	consume(GDScriptTokenizer::Token::COLON, R"(Expected ":" after "match" expression.)");
	consume(GDScriptTokenizer::Token::NEWLINE, R"(Expected a newline after "match" statement.)");
	if (!consume(GDScriptTokenizer::Token::INDENT, R"(Expected an indented block after "match" statement.)")) {
		complete_extents(match);
		return match;
	}
#ifdef DEBUG_ENABLED
	bool all_have_return = true;
	bool have_wildcard = false;
	bool have_wildcard_without_continue = false;
#endif
	while (!check(GDScriptTokenizer::Token::DEDENT) && !is_at_end()) {
		MatchBranchNode *branch = parse_match_branch();