### 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)

} break;
		case GDScriptParser::DataType::NATIVE: {
			result.kind = GDScriptDataType::NATIVE;
			result.native_type = p_datatype.native_type;
			result.builtin_type = p_datatype.builtin_type;
		} break;
		case GDScriptParser::DataType::SCRIPT: {
			result.kind = GDScriptDataType::SCRIPT;
			result.builtin_type = p_datatype.builtin_type;
			result.script_type_ref = p_datatype.script_type;
			result.script_type = result.script_type_ref.ptr();
			result.native_type = p_datatype.native_type;
		} break;
		case GDScriptParser::DataType::CLASS: {
			result.kind = GDScriptDataType::GDSCRIPT;
			result.builtin_type = p_datatype.builtin_type;
			result.native_type = p_datatype.native_type;
			bool is_local_class = parser->has_class(p_datatype.class_type);
			Ref<GDScript> script;
			if (is_local_class) {
				script = Ref<GDScript>(main_script);
			} else {
				Error err = OK;
				script = GDScriptCache::get_shallow_script(p_datatype.script_path, err, p_owner->path);
				if (err) {
					_set_error(vformat(R"(Could not find script "%s": %s)", p_datatype.script_path, error_names[err]), nullptr);
				}
			}
			if (script.is_valid()) {
				script = Ref<GDScript>(script->find_class(p_datatype.class_type->fqcn));