### Godot version

4.0 RC 3

### System information

Macbook m1

### Issue description

If I normally use:
```
Skeleton2D.new()
```

if works.

If I use:
```
@export_group("Skeleton2D")
...
Skeleton2D.new()
```

I get error: `Invalid call. Nonexistent function 'new' in base 'Nil'.`

### Steps to reproduce

- Run a script where you have `@export_group` with same name as a node class name that you use `.new()` on.

```
extends Node2D
class_name Test

@export_group("Skeleton2D")

# Called when the node enters the scene tree for the first time.
func _ready():
	var skeleton = Skeleton2D.new()


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass
```

### Minimal reproduction project

[BugNew.zip](https://github.com/godotengine/godot/files/10818936/BugNew.zip)

type = VARIABLE;
		}
	};
	struct WhileNode : public Node {
		ExpressionNode *condition = nullptr;
		SuiteNode *loop = nullptr;
		WhileNode() {
			type = WHILE;
		}
	};
	enum CompletionType {
		COMPLETION_NONE,
		COMPLETION_ANNOTATION, 
		COMPLETION_ANNOTATION_ARGUMENTS, 
		COMPLETION_ASSIGN, 
		COMPLETION_ATTRIBUTE, 
		COMPLETION_ATTRIBUTE_METHOD, 
		COMPLETION_BUILT_IN_TYPE_CONSTANT_OR_STATIC_METHOD, 
		COMPLETION_CALL_ARGUMENTS, 
		
		COMPLETION_GET_NODE, 
		COMPLETION_IDENTIFIER, 
		COMPLETION_INHERIT_TYPE, 
		COMPLETION_METHOD,