### 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)

if (parsed_classes.has(p_script)) {
		return OK;
	}
	if (parsing_classes.has(p_script)) {
		String class_name = p_class->identifier ? String(p_class->identifier->name) : p_class->fqcn;
		_set_error(vformat(R"(Cyclic class reference for "%s".)", class_name), p_class);
		return ERR_PARSE_ERROR;
	}
	parsing_classes.insert(p_script);
	p_script->clearing = true;
	p_script->native = Ref<GDScriptNativeClass>();
	p_script->base = Ref<GDScript>();
	p_script->_base = nullptr;
	p_script->members.clear();
	
	HashMap<StringName, Variant> constants;
	for (const KeyValue<StringName, Variant> &E : p_script->constants) {
		constants.insert(E.key, E.value);
	}
	p_script->constants.clear();
	constants.clear();
	HashMap<StringName, GDScriptFunction *> member_functions;
	for (const KeyValue<StringName, GDScriptFunction *> &E : p_script->member_functions) {
		member_functions.insert(E.key, E.value);