### 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
} else {
							full = false;
							break;
						}
					} else {
						full = false;
						break;
					}
				}
				if (full) {
					
					r_type.value = a;
				}
				r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
				r_type.type.kind = GDScriptParser::DataType::BUILTIN;
				r_type.type.builtin_type = Variant::ARRAY;
				found = true;
			} break;
			case GDScriptParser::Node::CAST: {
				const GDScriptParser::CastNode *cn = static_cast<const GDScriptParser::CastNode *>(p_expression);
				GDScriptCompletionIdentifier value;
				if (_guess_expression_type(p_context, cn->operand, r_type)) {
					r_type.type = cn->get_datatype();
					found = true;
				}
			} break;
			case GDScriptParser::Node::CALL: {
				const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_expression);
				if (GDScriptParser::get_builtin_type(call->function_name) < Variant::VARIANT_MAX) {
					r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;