### 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)

struct PatternNode;
	struct PreloadNode;
	struct ReturnNode;
	struct SelfNode;
	struct SignalNode;
	struct SubscriptNode;
	struct SuiteNode;
	struct TernaryOpNode;
	struct TypeNode;
	struct TypeTestNode;
	struct UnaryOpNode;
	struct VariableNode;
	struct WhileNode;
	class DataType {
	private:
		
		DataType *container_element_type = nullptr;
	public:
		enum Kind {
			BUILTIN,
			NATIVE,
			SCRIPT,
			CLASS, 
			ENUM, 
			VARIANT, 
			RESOLVING, 
			UNRESOLVED,
		};
		Kind kind = UNRESOLVED;
		enum TypeSource {