### 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)

ExpressionNode *parse_lambda(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_type_test(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign);
	ExpressionNode *parse_invalid_token(ExpressionNode *p_previous_operand, bool p_can_assign);
	TypeNode *parse_type(bool p_allow_void = false);
#ifdef TOOLS_ENABLED
	
	int class_doc_line = 0x7FFFFFFF;
	bool has_comment(int p_line, bool p_must_be_doc = false);
	String get_doc_comment(int p_line, bool p_single_line = false);
	void get_class_doc_comment(int p_line, String &p_brief, String &p_desc, Vector<Pair<String, String>> &p_tutorials, bool p_inner_class);
#endif 
public:
	Error parse(const String &p_source_code, const String &p_script_path, bool p_for_completion);
	ClassNode *get_tree() const { return head; }
	bool is_tool() const { return _is_tool; }
	ClassNode *find_class(const String &p_qualified_name) const;
	bool has_class(const GDScriptParser::ClassNode *p_class) const;
	static Variant::Type get_builtin_type(const StringName &p_type);
	CompletionContext get_completion_context() const { return completion_context; }
	CompletionCall get_completion_call() const { return completion_call; }
	void get_annotation_list(List<MethodInfo> *r_annotations) const;
	bool annotation_exists(const String &p_annotation_name) const;
	const List<ParserError> &get_errors() const { return errors; }
	const List<String> get_dependencies() const {
		
		return List<String>();
	}
#ifdef DEBUG_ENABLED
	const List<GDScriptWarning> &get_warnings() const { return warnings; }