### 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)

return static_cast<LiteralNode *>(parse_literal(nullptr, false));
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_literal(ExpressionNode *p_previous_operand, bool p_can_assign) {
	if (previous.type != GDScriptTokenizer::Token::LITERAL) {
		push_error("Parser bug: parsing literal node without literal token.");
		ERR_FAIL_V_MSG(nullptr, "Parser bug: parsing literal node without literal token.");
	}
	LiteralNode *literal = alloc_node<LiteralNode>();
	complete_extents(literal);
	literal->value = previous.literal;
	return literal;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_self(ExpressionNode *p_previous_operand, bool p_can_assign) {
	if (current_function && current_function->is_static) {
		push_error(R"(Cannot use "self" inside a static function.)");
	}
	SelfNode *self = alloc_node<SelfNode>();
	complete_extents(self);
	self->current_class = current_class;
	return self;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_builtin_constant(ExpressionNode *p_previous_operand, bool p_can_assign) {