### 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
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 == "load") {
		ct = COMPLETION_RESOURCE_PATH;