### 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
if (!p_context.current_suite) {
		return;
	}
	for (int i = 0; i < p_context.current_suite->statements.size(); i++) {
		if (p_context.current_suite->statements[i]->start_line < r_last_return_line) {
			break;
		}
		GDScriptParser::CompletionContext c = p_context;
		switch (p_context.current_suite->statements[i]->type) {
			case GDScriptParser::Node::FOR:
				c.current_suite = static_cast<const GDScriptParser::ForNode *>(p_context.current_suite->statements[i])->loop;
				_find_last_return_in_block(c, r_last_return_line, r_last_returned_value);
				break;
			case GDScriptParser::Node::WHILE:
				c.current_suite = static_cast<const GDScriptParser::WhileNode *>(p_context.current_suite->statements[i])->loop;
				_find_last_return_in_block(c, r_last_return_line, r_last_returned_value);
				break;
			case GDScriptParser::Node::IF: {