### 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)

mark_node_unsafe(p_origin);
	parser->push_error(p_message, p_origin);
}
void GDScriptAnalyzer::mark_node_unsafe(const GDScriptParser::Node *p_node) {
#ifdef DEBUG_ENABLED
	if (p_node == nullptr) {
		return;
	}
	for (int i = p_node->start_line; i <= p_node->end_line; i++) {
		parser->unsafe_lines.insert(i);
	}
#endif
}
void GDScriptAnalyzer::downgrade_node_type_source(GDScriptParser::Node *p_node) {
	GDScriptParser::IdentifierNode *identifier = nullptr;
	if (p_node->type == GDScriptParser::Node::IDENTIFIER) {
		identifier = static_cast<GDScriptParser::IdentifierNode *>(p_node);
	} else if (p_node->type == GDScriptParser::Node::SUBSCRIPT) {
		GDScriptParser::SubscriptNode *subscript = static_cast<GDScriptParser::SubscriptNode *>(p_node);
		if (subscript->is_attribute) {
			identifier = subscript->attribute;
		}
	}
	if (identifier == nullptr) {
		return;
	}