### 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)

assigned = op_result;
				}
				
				if (subscript->is_attribute) {
					gen->write_set_named(prev_base, name, assigned);
				} else {
					gen->write_set(prev_base, key, assigned);
				}
				if (key.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					gen->pop_temporary();
				}
				if (assigned.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					gen->pop_temporary();
				}
				assigned = prev_base;
				
				for (const ChainInfo &info : set_chain) {
					bool known_type = assigned.type.has_type;
					bool is_shared = Variant::is_type_shared(assigned.type.builtin_type);
					if (!known_type || !is_shared) {
						if (!known_type) {
							
							gen->write_jump_if_shared(assigned);
						}
						if (!info.is_named) {
							gen->write_set(info.base, info.key, assigned);
						} else {
							gen->write_set_named(info.base, info.name, assigned);
						}
						if (!known_type) {