### 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)

PT_LITERAL,
			PT_EXPRESSION,
			PT_BIND,
			PT_ARRAY,
			PT_DICTIONARY,
			PT_REST,
			PT_WILDCARD,
		};
		Type pattern_type = PT_LITERAL;
		union {
			LiteralNode *literal = nullptr;
			IdentifierNode *bind;
			ExpressionNode *expression;
		};
		Vector<PatternNode *> array;
		bool rest_used = false; 
		struct Pair {
			ExpressionNode *key = nullptr;
			PatternNode *value_pattern = nullptr;
		};
		Vector<Pair> dictionary;
		HashMap<StringName, IdentifierNode *> binds;
		bool has_bind(const StringName &p_name);
		IdentifierNode *get_bind(const StringName &p_name);
		PatternNode() {