### 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 (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
		_debug_parse_err_line = p_line;
		_debug_parse_err_file = p_file;
		_debug_error = p_error;
		EngineDebugger::get_script_debugger()->debug(this, false, true);
		
		_debug_parse_err_file = String();
		_debug_error = String();
		return true;
	} else {
		return false;
	}
}
bool GDScriptLanguage::debug_break(const String &p_error, bool p_allow_continue) {
	if (EngineDebugger::is_active()) {
		_debug_parse_err_line = -1;
		_debug_parse_err_file = "";
		_debug_error = p_error;
		bool is_error_breakpoint = p_error != "Breakpoint";
		EngineDebugger::get_script_debugger()->debug(this, p_allow_continue, is_error_breakpoint);
		
		_debug_parse_err_file = String();
		_debug_error = String();
		return true;
	} else {
		return false;
	}
}
String GDScriptLanguage::debug_get_error() const {