### 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)

}
				}
				gen->write_endif();
			} break;
			case GDScriptParser::Node::FOR: {
				const GDScriptParser::ForNode *for_n = static_cast<const GDScriptParser::ForNode *>(s);
				codegen.start_block();
				GDScriptCodeGenerator::Address iterator = codegen.add_local(for_n->variable->name, _gdtype_from_datatype(for_n->variable->get_datatype(), codegen.script));
				gen->start_for(iterator.type, _gdtype_from_datatype(for_n->list->get_datatype(), codegen.script));
				GDScriptCodeGenerator::Address list = _parse_expression(codegen, err, for_n->list);
				if (err) {
					return err;
				}
				gen->write_for_assignment(iterator, list);
				if (list.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					codegen.generator->pop_temporary();
				}
				gen->write_for();
				err = _parse_block(codegen, for_n->loop);
				if (err) {
					return err;
				}
				gen->write_endfor();
				codegen.end_block();
			} break;
			case GDScriptParser::Node::WHILE: {
				const GDScriptParser::WhileNode *while_n = static_cast<const GDScriptParser::WhileNode *>(s);
				gen->start_while_condition();
				GDScriptCodeGenerator::Address condition = _parse_expression(codegen, err, while_n->condition);
				if (err) {