### 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)

LITERAL,
			MATCH,
			MATCH_BRANCH,
			PARAMETER,
			PASS,
			PATTERN,
			PRELOAD,
			RETURN,
			SELF,
			SIGNAL,
			SUBSCRIPT,
			SUITE,
			TERNARY_OPERATOR,
			TYPE,
			TYPE_TEST,
			UNARY_OPERATOR,
			VARIABLE,
			WHILE,
		};
		Type type = NONE;
		int start_line = 0, end_line = 0;
		int start_column = 0, end_column = 0;
		int leftmost_column = 0, rightmost_column = 0;
		Node *next = nullptr;
		List<AnnotationNode *> annotations;
#ifdef DEBUG_ENABLED
		Vector<GDScriptWarning::Code> ignored_warnings;
#endif
		DataType datatype;
		virtual DataType get_datatype() const { return datatype; }