### 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)

while (scr) {
											if (scr->static_variables_indices.has(var_name)) {
												is_member_property = true;
												is_static = true;
												const GDScript::MemberInfo &minfo = scr->static_variables_indices[var_name];
												member_property_setter_function = minfo.setter;
												member_property_has_setter = member_property_setter_function != StringName();
												member_property_is_in_setter = member_property_has_setter && member_property_setter_function == codegen.function_name;
												static_var_class = codegen.add_constant(scr);
												static_var_index = minfo.index;
												static_var_data_type = minfo.data_type;
												break;
											}
											scr = scr->_base;
										}
									}
								}
							}
							break;
						}
						n = static_cast<const GDScriptParser::SubscriptNode *>(n->base);
					}
				}
				
				
				GDScriptCodeGenerator::Address base = _parse_expression(codegen, r_error, chain.back()->get()->base);
				if (r_error) {
					return GDScriptCodeGenerator::Address();
				}
				GDScriptCodeGenerator::Address prev_base = base;