### 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)

COMPLETION_OVERRIDE_METHOD, 
		COMPLETION_PROPERTY_DECLARATION, 
		COMPLETION_PROPERTY_DECLARATION_OR_TYPE, 
		COMPLETION_PROPERTY_METHOD, 
		COMPLETION_RESOURCE_PATH, 
		COMPLETION_SUBSCRIPT, 
		COMPLETION_SUPER_METHOD, 
		COMPLETION_TYPE_ATTRIBUTE, 
		COMPLETION_TYPE_NAME, 
		COMPLETION_TYPE_NAME_OR_VOID, 
	};
	struct CompletionContext {
		CompletionType type = COMPLETION_NONE;
		ClassNode *current_class = nullptr;
		FunctionNode *current_function = nullptr;
		SuiteNode *current_suite = nullptr;
		int current_line = -1;
		int current_argument = -1;
		Variant::Type builtin_type = Variant::VARIANT_MAX;
		Node *node = nullptr;
		Object *base = nullptr;
		List<Ref<GDScriptParserRef>> dependent_parsers;
	};
	struct CompletionCall {
		Node *call = nullptr;
		int argument = -1;
	};
private:
	friend class GDScriptAnalyzer;
	bool _is_tool = false;