### 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)

SubscriptNode *attribute = alloc_node<SubscriptNode>();
	reset_extents(attribute, p_previous_operand);
	update_extents(attribute);
	if (for_completion) {
		bool is_builtin = false;
		if (p_previous_operand && p_previous_operand->type == Node::IDENTIFIER) {
			const IdentifierNode *id = static_cast<const IdentifierNode *>(p_previous_operand);
			Variant::Type builtin_type = get_builtin_type(id->name);
			if (builtin_type < Variant::VARIANT_MAX) {
				make_completion_context(COMPLETION_BUILT_IN_TYPE_CONSTANT_OR_STATIC_METHOD, builtin_type, true);
				is_builtin = true;
			}
		}
		if (!is_builtin) {
			make_completion_context(COMPLETION_ATTRIBUTE, attribute, -1, true);
		}
	}
	attribute->base = p_previous_operand;
	if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected identifier after "." for attribute access.)")) {
		complete_extents(attribute);
		return attribute;
	}
	attribute->is_attribute = true;
	attribute->attribute = parse_identifier();
	complete_extents(attribute);
	return attribute;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_subscript(ExpressionNode *p_previous_operand, bool p_can_assign) {