### Godot version

4.0beta14

### System information

Windows 10

### Issue description

Returned Array value isn't converted to Packed*Array

### Steps to reproduce

```
var string_array: PackedStringArray = ["test"] # valid
var int_array: PackedInt32Array = [3] # valid

func get_packed_string_array() -> PackedStringArray:
	return ["test"] #error


func get_packed_int_array() -> PackedInt32Array:
	return [3] #error
```

Line 8:Cannot return value of type "Array" because the function return type is "PackedStringArray".
Line 12:Cannot return value of type "Array" because the function return type is "PackedInt32Array".

### Minimal reproduction project

[return_bug.zip](https://github.com/godotengine/godot/files/10490367/return_bug.zip)

base = base_parser->get_parser()->head->get_datatype();
				}
			} else if (ProjectSettings::get_singleton()->has_autoload(name) && ProjectSettings::get_singleton()->get_autoload(name).is_singleton) {
				const ProjectSettings::AutoloadInfo &info = ProjectSettings::get_singleton()->get_autoload(name);
				if (info.path.get_extension().to_lower() != GDScriptLanguage::get_singleton()->get_extension()) {
					push_error(vformat(R"(Singleton %s is not a GDScript.)", info.name), p_class);
					return ERR_PARSE_ERROR;
				}
				Ref<GDScriptParserRef> info_parser = get_parser_for(info.path);
				if (info_parser.is_null()) {
					push_error(vformat(R"(Could not parse singleton from "%s".)", info.path), p_class);
					return ERR_PARSE_ERROR;
				}
				Error err = info_parser->raise_status(GDScriptParserRef::INHERITANCE_SOLVED);
				if (err != OK) {
					push_error(vformat(R"(Could not resolve super class inheritance from "%s".)", name), p_class);
					return err;
				}
				base = info_parser->get_parser()->head->get_datatype();
			} else if (class_exists(name)) {
				base.kind = GDScriptParser::DataType::NATIVE;
				base.native_type = name;
			} else {
				
				bool found = false;
				List<GDScriptParser::ClassNode *> script_classes;
				get_class_node_current_scope_classes(p_class, &script_classes);
				for (GDScriptParser::ClassNode *look_class : script_classes) {
					if (look_class->identifier && look_class->identifier->name == name) {
						if (!look_class->get_datatype().is_set()) {