### 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)

if (p_func) {
		if (p_func->identifier) {
			func_name = p_func->identifier->name;
		} else {
			func_name = "<anonymous lambda>";
		}
		is_static = p_func->is_static;
		rpc_config = p_func->rpc_config;
		return_type = _gdtype_from_datatype(p_func->get_datatype(), p_script);
	} else {
		if (p_for_ready) {
			func_name = "_ready";
		} else {
			func_name = "@implicit_new";
		}
	}
	codegen.function_name = func_name;
	codegen.is_static = is_static;
	codegen.generator->write_start(p_script, func_name, is_static, rpc_config, return_type);
	int optional_parameters = 0;
	if (p_func) {
		for (int i = 0; i < p_func->parameters.size(); i++) {
			const GDScriptParser::ParameterNode *parameter = p_func->parameters[i];
			GDScriptDataType par_type = _gdtype_from_datatype(parameter->get_datatype(), p_script);
			uint32_t par_addr = codegen.generator->add_parameter(parameter->identifier->name, parameter->initializer != nullptr, par_type);
			codegen.parameters[parameter->identifier->name] = GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::FUNCTION_PARAMETER, par_addr, par_type);
			if (parameter->initializer != nullptr) {
				optional_parameters++;
			}
		}