### Godot version

4.0 rc1

### System information

Windows 11, GTX 1080Ti, Vulkan

### Issue description

Automplete can't find any variables and methods on custom classes when the nodes are loaded with `@onready`:

simple_rotate.gd:
```gdscript
extends Node2D
class_name SimpleRotate

@export var shouldRotate : bool = true
```

machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel

func start_motor():
	wheel1.sho... # Doesn't autocomplete, it can't find shouldRotate 
```

If I add another cast like below, autocomplete does work:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel as SimpleRotate

func start_motor():
	wheel1.shouldRotate = true # Autocomplete works
```

To make things even weirder, it does work if I make Wheel into a unique name and access it using %:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $"%Wheel"

func start_motor():
	wheel1.shouldRotate = true # Autocomplete works
```


### Steps to reproduce

- Create a script with a class_name
- Add that script to a node
- Create another script referencing the node with the type of the script
- Try to let automcomplete find any methods or variables on the script with the class_name
- Notice that it fails

### Minimal reproduction project

N/A
_find_built_in_variants(r_result, true);
	List<StringName> native_types;
	ClassDB::get_class_list(&native_types);
	for (const StringName &E : native_types) {
		if (ClassDB::is_class_exposed(E) && !Engine::get_singleton()->has_singleton(E)) {
			ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_CLASS);
			r_result.insert(option.display, option);
		}
	}
	if (p_context.current_class) {
		if (!p_inherit_only && p_context.current_class->base_type.is_set()) {
			
			List<StringName> enums;
			ClassDB::get_enum_list(p_context.current_class->base_type.native_type, &enums);
			for (const StringName &E : enums) {
				ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_ENUM);
				r_result.insert(option.display, option);
			}
		}
		
		const GDScriptParser::ClassNode *current = p_context.current_class;
		while (current) {
			for (int i = 0; i < current->members.size(); i++) {
				const GDScriptParser::ClassNode::Member &member = current->members[i];