### 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
#ifdef TOOLS_ENABLED
	bool th = EditorSettings::get_singleton()->get_setting("text_editor/completion/add_type_hints");
#else
	bool th = false;
#endif
	String s = "func " + p_name + "(";
	if (p_args.size()) {
		for (int i = 0; i < p_args.size(); i++) {
			if (i > 0) {
				s += ", ";
			}
			s += p_args[i].get_slice(":", 0);
			if (th) {
				String type = p_args[i].get_slice(":", 1);
				if (!type.is_empty()) {
					s += ": " + type;
				}
			}
		}
	}
	s += String(")") + (th ? " -> void" : "") + ":\n" + _get_indentation() + "pass # Replace with function body.\n";
	return s;
}
#ifdef TOOLS_ENABLED
#define COMPLETION_RECURSION_LIMIT 200
struct GDScriptCompletionIdentifier {