### 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)

Member(ClassNode *p_class) {
				type = CLASS;
				m_class = p_class;
			}
			Member(ConstantNode *p_constant) {
				type = CONSTANT;
				constant = p_constant;
			}
			Member(VariableNode *p_variable) {
				type = VARIABLE;
				variable = p_variable;
			}
			Member(SignalNode *p_signal) {
				type = SIGNAL;
				signal = p_signal;
			}
			Member(FunctionNode *p_function) {
				type = FUNCTION;
				function = p_function;
			}
			Member(EnumNode *p_enum) {
				type = ENUM;
				m_enum = p_enum;
			}
			Member(const EnumNode::Value &p_enum_value) {
				type = ENUM_VALUE;
				enum_value = p_enum_value;
			}
			Member(AnnotationNode *p_annotation) {