### 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)

const Variant *converted_from = &value;
			Callable::CallError call_error;
			Variant::construct(argument_info.type, converted_to, &converted_from, 1, call_error);
			if (call_error.error != Callable::CallError::CALL_OK) {
				push_error(vformat(R"(Cannot convert argument %d of annotation "%s" from "%s" to "%s".)", i + 1, p_annotation->name, Variant::get_type_name(value.get_type()), Variant::get_type_name(argument_info.type)), argument);
				return;
			}
			value = converted_to;
		}
		p_annotation->resolved_arguments.push_back(value);
	}
}
void GDScriptAnalyzer::resolve_function_signature(GDScriptParser::FunctionNode *p_function, const GDScriptParser::Node *p_source, bool p_is_lambda) {
	if (p_source == nullptr) {
		p_source = p_function;
	}
	StringName function_name = p_function->identifier != nullptr ? p_function->identifier->name : StringName();
	if (p_function->get_datatype().is_resolving()) {
		push_error(vformat(R"(Could not resolve function "%s": Cyclic reference.)", function_name), p_source);
		return;
	}
	if (p_function->resolved_signature) {
		return;
	}
	p_function->resolved_signature = true;
	GDScriptParser::FunctionNode *previous_function = parser->current_function;
	parser->current_function = p_function;
	GDScriptParser::DataType prev_datatype = p_function->get_datatype();
	GDScriptParser::DataType resolving_datatype;
	resolving_datatype.kind = GDScriptParser::DataType::RESOLVING;