### 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)

}
	parse_class_body(true);
	complete_extents(head);
#ifdef TOOLS_ENABLED
	for (const KeyValue<int, GDScriptTokenizer::CommentData> &E : tokenizer.get_comments()) {
		if (E.value.new_line && E.value.comment.begins_with("##")) {
			class_doc_line = MIN(class_doc_line, E.key);
		}
	}
	if (has_comment(class_doc_line)) {
		get_class_doc_comment(class_doc_line, head->doc_brief_description, head->doc_description, head->doc_tutorials, false);
	}
#endif 
	if (!check(GDScriptTokenizer::Token::TK_EOF)) {
		push_error("Expected end of file.");
	}
	clear_unused_annotations();
}
GDScriptParser::ClassNode *GDScriptParser::find_class(const String &p_qualified_name) const {
	String first = p_qualified_name.get_slice("::", 0);
	Vector<String> class_names;
	GDScriptParser::ClassNode *result = nullptr;
	
	if (first.is_empty() || (head->identifier && first == head->identifier->name)) {
		class_names = p_qualified_name.split("::");
		result = head;
	} else if (p_qualified_name.begins_with(script_path)) {
		
		class_names = p_qualified_name.trim_prefix(script_path).split("::");
		result = head;