### 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)

type = LITERAL;
		}
	};
	struct MatchNode : public Node {
		ExpressionNode *test = nullptr;
		Vector<MatchBranchNode *> branches;
		MatchNode() {
			type = MATCH;
		}
	};
	struct MatchBranchNode : public Node {
		Vector<PatternNode *> patterns;
		SuiteNode *block = nullptr;
		bool has_wildcard = false;
		MatchBranchNode() {
			type = MATCH_BRANCH;
		}
	};
	struct ParameterNode : public AssignableNode {
		ParameterNode() {
			type = PARAMETER;
		}
	};
	struct PassNode : public Node {
		PassNode() {
			type = PASS;
		}
	};
	struct PatternNode : public Node {
		enum Type {