### 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_call_utility(type, "typeof", typeof_args);
				
				
				for (int j = 0; j < match->branches.size(); j++) {
					if (j > 0) {
						
						gen->write_else();
					}
					const GDScriptParser::MatchBranchNode *branch = match->branches[j];
					codegen.start_block(); 
					
					List<GDScriptCodeGenerator::Address> branch_locals = _add_locals_in_block(codegen, branch->block);
#ifdef DEBUG_ENABLED
					
					gen->write_newline(branch->start_line);
#endif
					
					GDScriptCodeGenerator::Address pattern_result = codegen.add_temporary();
					for (int k = 0; k < branch->patterns.size(); k++) {
						pattern_result = _parse_match_pattern(codegen, err, branch->patterns[k], value, type, pattern_result, k == 0, false);
						if (err != OK) {
							return err;
						}
					}
					
					gen->write_if(pattern_result);
					
					gen->pop_temporary();
					
					err = _parse_block(codegen, branch->block, false);