### 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)

}
	GDScriptCodeGenerator *gen = codegen.generator;
	switch (p_expression->type) {
		case GDScriptParser::Node::IDENTIFIER: {
			
			const GDScriptParser::IdentifierNode *in = static_cast<const GDScriptParser::IdentifierNode *>(p_expression);
			StringName identifier = in->name;
			
			if (codegen.parameters.has(identifier)) {
				return codegen.parameters[identifier];
			}
			
			if (!p_initializer && codegen.locals.has(identifier)) {
				return codegen.locals[identifier];
			}
			
			if (_is_class_member_property(codegen, identifier)) {
				
				GDScriptCodeGenerator::Address temp = codegen.add_temporary(_gdtype_from_datatype(p_expression->get_datatype(), codegen.script));
				gen->write_get_member(temp, identifier);
				return temp;
			}
			
			if (!codegen.function_node || !codegen.function_node->is_static) {
				
				if (codegen.script->member_indices.has(identifier)) {
					if (codegen.script->member_indices[identifier].getter != StringName() && codegen.script->member_indices[identifier].getter != codegen.function_name) {
						
						GDScriptCodeGenerator::Address temp = codegen.add_temporary(codegen.script->member_indices[identifier].data_type);
						Vector<GDScriptCodeGenerator::Address> args;