### 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
for (List<Pair<String, Variant>>::Element *CE = cinfo.front(); CE; CE = CE->next()) {
			if (CE->get().first == E.key) {
				is_script_constant = true;
				break;
			}
		}
		if (is_script_constant) {
			continue;
		}
		const Variant &var = gl_array[E.value];
		if (Object *obj = var) {
			if (Object::cast_to<GDScriptNativeClass>(obj)) {
				continue;
			}
		}
		bool skip = false;
		for (int i = 0; i < CoreConstants::get_global_constant_count(); i++) {
			if (E.key == CoreConstants::get_global_constant_name(i)) {
				skip = true;
				break;
			}
		}
		if (skip) {
			continue;
		}
		p_globals->push_back(E.key);
		p_values->push_back(var);
	}
}
String GDScriptLanguage::debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) {