### 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)

OP_NONE,
			OP_ADDITION,
			OP_SUBTRACTION,
			OP_MULTIPLICATION,
			OP_DIVISION,
			OP_MODULO,
			OP_POWER,
			OP_BIT_SHIFT_LEFT,
			OP_BIT_SHIFT_RIGHT,
			OP_BIT_AND,
			OP_BIT_OR,
			OP_BIT_XOR,
		};
		Operation operation = OP_NONE;
		Variant::Operator variant_op = Variant::OP_MAX;
		ExpressionNode *assignee = nullptr;
		ExpressionNode *assigned_value = nullptr;
		bool use_conversion_assign = false;
		AssignmentNode() {
			type = ASSIGNMENT;
		}
	};
	struct AwaitNode : public ExpressionNode {
		ExpressionNode *to_await = nullptr;
		AwaitNode() {
			type = AWAIT;
		}
	};
	struct BinaryOpNode : public ExpressionNode {
		enum OpType {