### 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)

}
List<GDScriptCodeGenerator::Address> GDScriptCompiler::_add_locals_in_block(CodeGen &codegen, const GDScriptParser::SuiteNode *p_block) {
	List<GDScriptCodeGenerator::Address> addresses;
	for (int i = 0; i < p_block->locals.size(); i++) {
		if (p_block->locals[i].type == GDScriptParser::SuiteNode::Local::PARAMETER || p_block->locals[i].type == GDScriptParser::SuiteNode::Local::FOR_VARIABLE) {
			
			continue;
		}
		addresses.push_back(codegen.add_local(p_block->locals[i].name, _gdtype_from_datatype(p_block->locals[i].get_datatype(), codegen.script)));
	}
	return addresses;
}
void GDScriptCompiler::_clear_addresses(CodeGen &codegen, const List<GDScriptCodeGenerator::Address> &p_addresses) {
	for (const List<GDScriptCodeGenerator::Address>::Element *E = p_addresses.front(); E; E = E->next()) {
		GDScriptDataType type = E->get().type;
		
		if (type.kind != GDScriptDataType::BUILTIN || type.builtin_type == Variant::ARRAY || type.builtin_type == Variant::DICTIONARY) {
			codegen.generator->write_assign_false(E->get());
		}
	}
}
Error GDScriptCompiler::_parse_block(CodeGen &codegen, const GDScriptParser::SuiteNode *p_block, bool p_add_locals, bool p_reset_locals) {
	Error err = OK;
	GDScriptCodeGenerator *gen = codegen.generator;
	List<GDScriptCodeGenerator::Address> block_locals;
	gen->clean_temporaries();
	codegen.start_block();
	if (p_add_locals) {
		block_locals = _add_locals_in_block(codegen, p_block);
	}