### 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)

}
	GDScriptFunction *gd_function = codegen.generator->write_end();
	if (is_initializer) {
		p_script->initializer = gd_function;
	} else if (is_implicit_initializer) {
		p_script->implicit_initializer = gd_function;
	} else if (is_implicit_ready) {
		p_script->implicit_ready = gd_function;
	}
	if (p_func) {
		
		if (p_func->body->has_return) {
			gd_function->return_type = _gdtype_from_datatype(p_func->get_datatype(), p_script);
		} else {
			gd_function->return_type = GDScriptDataType();
			gd_function->return_type.has_type = true;
			gd_function->return_type.kind = GDScriptDataType::BUILTIN;
			gd_function->return_type.builtin_type = Variant::NIL;
		}
#ifdef TOOLS_ENABLED
		gd_function->default_arg_values = p_func->default_arg_values;
#endif
	}
	if (!is_implicit_initializer && !is_implicit_ready && !p_for_lambda) {
		p_script->member_functions[func_name] = gd_function;
	}
	memdelete(codegen.generator);
	return gd_function;
}
GDScriptFunction *GDScriptCompiler::_make_static_initializer(Error &r_error, GDScript *p_script, const GDScriptParser::ClassNode *p_class) {