### Godot version

Godot 4.0 RC 2

### System information

Windows 11

### Issue description

As the title states you get no autocompletion when statically typing.
Of course the code still works, but it shouldn't be neccessary to cast an object to a type it already is.

### Steps to reproduce

1. Create child class with some functionality
![image](https://user-images.githubusercontent.com/100119945/220173809-0b2b2788-d986-4fa7-815c-444268d09c32.png)

2. Get node in parent class and call childs function
![image](https://user-images.githubusercontent.com/100119945/220174167-5ff3c8e9-863e-4fbd-a3cf-d88d34597b39.png)



### Minimal reproduction project

N/A
if (!ClassDB::get_integer_constant_enum(p_class, p_enum_constant)) {
		return ScriptLanguage::LOCATION_OTHER;
	}
	int depth = 0;
	StringName class_test = p_class;
	while (class_test && !ClassDB::get_integer_constant_enum(class_test, p_enum_constant, true)) {
		class_test = ClassDB::get_parent_class(class_test);
		depth++;
	}
	return depth | ScriptLanguage::LOCATION_PARENT_MASK;
}
static String _trim_parent_class(const String &p_class, const String &p_base_class) {
	if (p_base_class.is_empty()) {
		return p_class;
	}
	Vector<String> names = p_class.split(".", false, 1);
	if (names.size() == 2) {
		String first = names[0];
		String rest = names[1];
		if (ClassDB::class_exists(p_base_class) && ClassDB::class_exists(first) && ClassDB::is_parent_class(p_base_class, first)) {
			return rest;
		}
	}
	return p_class;
}
static String _get_visual_datatype(const PropertyInfo &p_info, bool p_is_arg, const String &p_base_class = "") {