### 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)

return codegen.parameters.has(p_name) || codegen.locals.has(p_name);
}
void GDScriptCompiler::_set_error(const String &p_error, const GDScriptParser::Node *p_node) {
	if (!error.is_empty()) {
		return;
	}
	error = p_error;
	if (p_node) {
		err_line = p_node->start_line;
		err_column = p_node->leftmost_column;
	} else {
		err_line = 0;
		err_column = 0;
	}
}
GDScriptDataType GDScriptCompiler::_gdtype_from_datatype(const GDScriptParser::DataType &p_datatype, GDScript *p_owner) {
	if (!p_datatype.is_set() || !p_datatype.is_hard_type() || p_datatype.is_coroutine) {
		return GDScriptDataType();
	}
	GDScriptDataType result;
	result.has_type = true;
	switch (p_datatype.kind) {
		case GDScriptParser::DataType::VARIANT: {
			result.has_type = false;
		} break;
		case GDScriptParser::DataType::BUILTIN: {
			result.kind = GDScriptDataType::BUILTIN;
			result.builtin_type = p_datatype.builtin_type;