### 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)

r_error = OK;
	CodeGen codegen;
	codegen.generator = memnew(GDScriptByteCodeGenerator);
	codegen.class_node = p_class;
	codegen.script = p_script;
	StringName func_name = SNAME("@static_initializer");
	bool is_static = true;
	Variant rpc_config;
	GDScriptDataType return_type;
	return_type.has_type = true;
	return_type.kind = GDScriptDataType::BUILTIN;
	return_type.builtin_type = Variant::NIL;
	codegen.function_name = func_name;
	codegen.is_static = is_static;
	codegen.generator->write_start(p_script, func_name, is_static, rpc_config, return_type);
	
	
	GDScriptCodeGenerator::Address class_addr(GDScriptCodeGenerator::Address::CLASS);
	
	
	
	for (const GDScriptParser::ClassNode::Member &member : p_class->members) {
		if (member.type != GDScriptParser::ClassNode::Member::VARIABLE) {
			continue;
		}
		const GDScriptParser::VariableNode *field = member.variable;