### 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)

Vector<GDScriptCodeGenerator::Address> args;
							args.push_back(assigned);
							GDScriptCodeGenerator::Address call_base = is_static ? GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::CLASS) : GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::SELF);
							gen->write_call(GDScriptCodeGenerator::Address(), call_base, member_property_setter_function, args);
						} else if (is_static) {
							GDScriptCodeGenerator::Address temp = codegen.add_temporary(static_var_data_type);
							gen->write_assign(temp, assigned);
							gen->write_set_static_variable(temp, static_var_class, static_var_index);
							gen->pop_temporary();
						} else {
							gen->write_assign(target_member_property, assigned);
						}
						if (!known_type) {
							gen->write_end_jump_if_shared();
						}
					}
				}
				if (assigned.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					gen->pop_temporary();
				}
			} else if (assignment->assignee->type == GDScriptParser::Node::IDENTIFIER && _is_class_member_property(codegen, static_cast<GDScriptParser::IdentifierNode *>(assignment->assignee)->name)) {
				
				GDScriptCodeGenerator::Address assigned_value = _parse_expression(codegen, r_error, assignment->assigned_value);
				if (r_error) {
					return GDScriptCodeGenerator::Address();
				}
				GDScriptCodeGenerator::Address to_assign = assigned_value;
				bool has_operation = assignment->operation != GDScriptParser::AssignmentNode::OP_NONE;
				StringName name = static_cast<GDScriptParser::IdentifierNode *>(assignment->assignee)->name;
				if (has_operation) {