### 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)

}
#ifdef DEBUG_ENABLED
	if (EngineDebugger::is_active()) {
		String signature;
		
		if (!p_script->get_script_path().is_empty()) {
			signature += p_script->get_script_path();
		}
		
		if (p_func) {
			signature += "::" + itos(p_func->body->start_line);
		} else {
			signature += "::0";
		}
		
		if (p_class->identifier) {
			signature += "::" + String(p_class->identifier->name) + "." + String(func_name);
		} else {
			signature += "::" + String(func_name);
		}
		if (p_for_lambda) {
			signature += "(lambda)";
		}
		codegen.generator->set_signature(signature);
	}
#endif
	if (p_func) {
		codegen.generator->set_initial_line(p_func->start_line);
	} else {
		codegen.generator->set_initial_line(0);