### 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)

type = GET_NODE;
		}
	};
	struct IdentifierNode : public ExpressionNode {
		StringName name;
		enum Source {
			UNDEFINED_SOURCE,
			FUNCTION_PARAMETER,
			LOCAL_CONSTANT,
			LOCAL_VARIABLE,
			LOCAL_ITERATOR, 
			LOCAL_BIND, 
			MEMBER_SIGNAL,
			MEMBER_VARIABLE,
			STATIC_VARIABLE,
			MEMBER_CONSTANT,
			INHERITED_VARIABLE,
		};
		Source source = UNDEFINED_SOURCE;
		union {
			ParameterNode *parameter_source = nullptr;
			ConstantNode *constant_source;
			VariableNode *variable_source;
			IdentifierNode *bind_source;
		};
		FunctionNode *source_function = nullptr;
		int usages = 0; 
		IdentifierNode() {