### Godot version

4.0.2

### System information

Ubuntu 22.04.1 LTS

### Issue description

So far I've found these ones:

![Screenshot from 2023-05-10 17-56-42](https://github.com/godotengine/godot/assets/85438892/b161b14a-cb7d-46fe-8398-816bf354a929)
![Screenshot from 2023-05-10 18-01-02](https://github.com/godotengine/godot/assets/85438892/b0fefcfb-4246-4ebb-ae7b-dd798d7a1d63)

But there are likely more like them. They are invalid, at least in the context I encountered them here (at the beginning of a regular line of script)

### Steps to reproduce

Type `Anchor` in the code editor.

### Minimal reproduction project

N/A
.replace(": Array[String]", "")
									 .replace(": Node", "")
									 .replace(": CharFXTransform", "")
									 .replace(":=", "=")
									 .replace(" -> void", "")
									 .replace(" -> bool", "")
									 .replace(" -> int", "")
									 .replace(" -> PortType", "")
									 .replace(" -> String", "")
									 .replace(" -> Object", "");
	}
	processed_template = processed_template.replace("_BASE_", p_base_class_name)
								 .replace("_CLASS_SNAKE_CASE_", p_class_name.to_snake_case().validate_identifier())
								 .replace("_CLASS_", p_class_name.to_pascal_case().validate_identifier())
								 .replace("_TS_", _get_indentation());
	scr->set_source_code(processed_template);
	return scr;
}
Vector<ScriptLanguage::ScriptTemplate> GDScriptLanguage::get_built_in_templates(StringName p_object) {
	Vector<ScriptLanguage::ScriptTemplate> templates;
#ifdef TOOLS_ENABLED
	for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
		if (TEMPLATES[i].inherit == p_object) {
			templates.append(TEMPLATES[i]);
		}
	}
#endif
	return templates;
}
static void get_function_names_recursively(const GDScriptParser::ClassNode *p_class, const String &p_prefix, HashMap<int, String> &r_funcs) {