### 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)

case GDScriptParser::Node::BREAKPOINT: {
#ifdef DEBUG_ENABLED
				gen->write_breakpoint();
#endif
			} break;
			case GDScriptParser::Node::VARIABLE: {
				const GDScriptParser::VariableNode *lv = static_cast<const GDScriptParser::VariableNode *>(s);
				
				GDScriptCodeGenerator::Address local = codegen.locals[lv->identifier->name];
				GDScriptDataType local_type = _gdtype_from_datatype(lv->get_datatype(), codegen.script);
				bool initialized = false;
				if (lv->initializer != nullptr) {
					GDScriptCodeGenerator::Address src_address = _parse_expression(codegen, err, lv->initializer);
					if (err) {
						return err;
					}
					if (lv->use_conversion_assign) {
						gen->write_assign_with_conversion(local, src_address);
					} else {
						gen->write_assign(local, src_address);
					}
					if (src_address.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
						codegen.generator->pop_temporary();
					}
					initialized = true;
				} else if (local_type.has_type) {
					
					if (local_type.has_container_element_type()) {
						codegen.generator->write_construct_typed_array(local, local_type.get_container_element_type(), Vector<GDScriptCodeGenerator::Address>());
						initialized = true;