### 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)

OP_ADDITION,
			OP_SUBTRACTION,
			OP_MULTIPLICATION,
			OP_DIVISION,
			OP_MODULO,
			OP_POWER,
			OP_BIT_LEFT_SHIFT,
			OP_BIT_RIGHT_SHIFT,
			OP_BIT_AND,
			OP_BIT_OR,
			OP_BIT_XOR,
			OP_LOGIC_AND,
			OP_LOGIC_OR,
			OP_CONTENT_TEST,
			OP_COMP_EQUAL,
			OP_COMP_NOT_EQUAL,
			OP_COMP_LESS,
			OP_COMP_LESS_EQUAL,
			OP_COMP_GREATER,
			OP_COMP_GREATER_EQUAL,
		};
		OpType operation = OpType::OP_ADDITION;
		Variant::Operator variant_op = Variant::OP_MAX;
		ExpressionNode *left_operand = nullptr;
		ExpressionNode *right_operand = nullptr;
		BinaryOpNode() {