### 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 = FOR_VARIABLE;
				bind = p_identifier;
				name = p_identifier->name;
				source_function = p_source_function;
				start_line = p_identifier->start_line;
				end_line = p_identifier->end_line;
				start_column = p_identifier->start_column;
				end_column = p_identifier->end_column;
				leftmost_column = p_identifier->leftmost_column;
				rightmost_column = p_identifier->rightmost_column;
			}
		};
		Local empty;
		Vector<Local> locals;
		HashMap<StringName, int> locals_indices;
		FunctionNode *parent_function = nullptr;
		IfNode *parent_if = nullptr;
		bool has_return = false;
		bool has_continue = false;
		bool has_unreachable_code = false; 
		bool is_in_loop = false; 
		bool has_local(const StringName &p_name) const;
		const Local &get_local(const StringName &p_name) const;
		template <class T>
		void add_local(T *p_local, FunctionNode *p_source_function) {