### 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)

return members[members_indices[p_name]];
		}
		bool has_member(const StringName &p_name) const {
			return members_indices.has(p_name);
		}
		bool has_function(const StringName &p_name) const {
			return has_member(p_name) && members[members_indices[p_name]].type == Member::FUNCTION;
		}
		template <class T>
		void add_member(T *p_member_node) {
			members_indices[p_member_node->identifier->name] = members.size();
			members.push_back(Member(p_member_node));
		}
		void add_member(const EnumNode::Value &p_enum_value) {
			members_indices[p_enum_value.identifier->name] = members.size();
			members.push_back(Member(p_enum_value));
		}
		void add_member_group(AnnotationNode *p_annotation_node) {
			members_indices[p_annotation_node->export_info.name] = members.size();
			members.push_back(Member(p_annotation_node));
		}
		ClassNode() {
			type = CLASS;
		}
	};
	struct ConstantNode : public AssignableNode {
#ifdef TOOLS_ENABLED
		String doc_description;
#endif 
		ConstantNode() {