### 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)

break;
							case 3:
								reduced = Vector3i(args[0], args[1], args[2]);
								break;
						}
						p_for->list->is_constant = true;
						p_for->list->reduced_value = reduced;
					}
				}
				if (p_for->list->is_constant) {
					p_for->list->set_datatype(type_from_variant(p_for->list->reduced_value, p_for->list));
				} else {
					GDScriptParser::DataType list_type;
					list_type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
					list_type.kind = GDScriptParser::DataType::BUILTIN;
					list_type.builtin_type = Variant::ARRAY;
					p_for->list->set_datatype(list_type);
				}
			}
		}
	}
	GDScriptParser::DataType variable_type;
	if (list_resolved) {
		variable_type.type_source = GDScriptParser::DataType::ANNOTATED_INFERRED;
		variable_type.kind = GDScriptParser::DataType::BUILTIN;
		variable_type.builtin_type = Variant::INT;
	} else if (p_for->list) {
		resolve_node(p_for->list, false);
		GDScriptParser::DataType list_type = p_for->list->get_datatype();
		if (!list_type.is_hard_type()) {