### 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)

for (int i = 0; i < p_class->members.size(); i++) {
		const GDScriptParser::ClassNode::Member &member = p_class->members[i];
		if (member.type == member.FUNCTION) {
			const GDScriptParser::FunctionNode *function = member.function;
			Error err = OK;
			_parse_function(err, p_script, p_class, function);
			if (err) {
				return err;
			}
		} else if (member.type == member.VARIABLE) {
			const GDScriptParser::VariableNode *variable = member.variable;
			if (variable->property == GDScriptParser::VariableNode::PROP_INLINE) {
				if (variable->setter != nullptr) {
					Error err = _parse_setter_getter(p_script, p_class, variable, true);
					if (err) {
						return err;
					}
				}