### 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 (variable->getter != nullptr) {
					Error err = _parse_setter_getter(p_script, p_class, variable, false);
					if (err) {
						return err;
					}
				}
			}
		}
	}
	{
		
		Error err = OK;
		_parse_function(err, p_script, p_class, nullptr);
		if (err) {
			return err;
		}
	}
	if (p_class->onready_used) {
		
		Error err = OK;
		_parse_function(err, p_script, p_class, nullptr, true);
		if (err) {
			return err;
		}
	}
	if (p_class->has_static_data) {
		Error err = OK;
		GDScriptFunction *func = _make_static_initializer(err, p_script, p_class);
		p_script->static_initializer = func;
		if (err) {