### 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)

UNDEFINED,
				CONSTANT,
				VARIABLE,
				PARAMETER,
				FOR_VARIABLE,
				PATTERN_BIND,
			};
			Type type = UNDEFINED;
			union {
				ConstantNode *constant = nullptr;
				VariableNode *variable;
				ParameterNode *parameter;
				IdentifierNode *bind;
			};
			StringName name;
			FunctionNode *source_function = nullptr;
			int start_line = 0, end_line = 0;
			int start_column = 0, end_column = 0;
			int leftmost_column = 0, rightmost_column = 0;
			DataType get_datatype() const;
			String get_name() const;
			Local() {}