### 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)

for (int i = 0; i < p_block->statements.size(); i++) {
		const GDScriptParser::Node *s = p_block->statements[i];
#ifdef DEBUG_ENABLED
		
		gen->write_newline(s->start_line);
#endif
		switch (s->type) {
			case GDScriptParser::Node::MATCH: {
				const GDScriptParser::MatchNode *match = static_cast<const GDScriptParser::MatchNode *>(s);
				codegen.start_block();
				
				GDScriptCodeGenerator::Address value = codegen.add_local("@match_value", _gdtype_from_datatype(match->test->get_datatype(), codegen.script));
				GDScriptCodeGenerator::Address value_expr = _parse_expression(codegen, err, match->test);
				if (err) {
					return err;
				}
				
				
				gen->write_assign(value, value_expr);
				if (value_expr.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					codegen.generator->pop_temporary();
				}
				
				GDScriptDataType typeof_type;
				typeof_type.has_type = true;
				typeof_type.kind = GDScriptDataType::BUILTIN;
				typeof_type.builtin_type = Variant::INT;
				GDScriptCodeGenerator::Address type = codegen.add_local("@match_type", typeof_type);
				Vector<GDScriptCodeGenerator::Address> typeof_args;
				typeof_args.push_back(value);