### 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)

}
			if (script.is_null()) {
				_set_error(vformat(R"(Could not find class "%s" in "%s".)", p_datatype.class_type->fqcn, p_datatype.script_path), nullptr);
				return GDScriptDataType();
			} else {
				
				
				if (!is_local_class) {
					result.script_type_ref = script;
				}
				result.script_type = script.ptr();
				result.native_type = p_datatype.native_type;
			}
		} break;
		case GDScriptParser::DataType::ENUM:
			result.kind = GDScriptDataType::BUILTIN;
			result.builtin_type = p_datatype.builtin_type;
			break;
		case GDScriptParser::DataType::RESOLVING:
		case GDScriptParser::DataType::UNRESOLVED: {
			ERR_PRINT("Parser bug: converting unresolved type.");
			return GDScriptDataType();
		}
	}
	if (p_datatype.has_container_element_type()) {
		result.set_container_element_type(_gdtype_from_datatype(p_datatype.get_container_element_type(), p_owner));
	}
	return result;
}
static bool _is_exact_type(const PropertyInfo &p_par_type, const GDScriptDataType &p_arg_type) {