### 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
}
}
GDScriptParser::VariableNode *GDScriptParser::parse_variable() {
	return parse_variable(true);
}
GDScriptParser::VariableNode *GDScriptParser::parse_variable(bool p_allow_property) {
	VariableNode *variable = alloc_node<VariableNode>();
	if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected variable name after "var".)")) {
		complete_extents(variable);
		return nullptr;
	}
	variable->identifier = parse_identifier();
	variable->export_info.name = variable->identifier->name;
	if (match(GDScriptTokenizer::Token::COLON)) {
		if (check(GDScriptTokenizer::Token::NEWLINE)) {
			if (p_allow_property) {
				advance();
				return parse_property(variable, true);
			} else {
				push_error(R"(Expected type after ":")");
				complete_extents(variable);
				return nullptr;
			}
		} else if (check((GDScriptTokenizer::Token::EQUAL))) {
			
			variable->infer_datatype = true;
		} else {
			if (p_allow_property) {
				make_completion_context(COMPLETION_PROPERTY_DECLARATION_OR_TYPE, variable);
				if (check(GDScriptTokenizer::Token::IDENTIFIER)) {