### 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
w.end_line = warn.end_line;
			w.leftmost_column = warn.leftmost_column;
			w.rightmost_column = warn.rightmost_column;
			w.code = (int)warn.code;
			w.string_code = GDScriptWarning::get_name_from_code(warn.code);
			w.message = warn.get_message();
			r_warnings->push_back(w);
		}
	}
#endif
	if (err) {
		if (r_errors) {
			for (const GDScriptParser::ParserError &pe : parser.get_errors()) {
				ScriptLanguage::ScriptError e;
				e.path = p_path;
				e.line = pe.line;
				e.column = pe.column;
				e.message = pe.message;
				r_errors->push_back(e);
			}
			for (KeyValue<String, Ref<GDScriptParserRef>> E : analyzer.get_depended_parsers()) {
				GDScriptParser *depended_parser = E.value->get_parser();
				for (const GDScriptParser::ParserError &pe : depended_parser->get_errors()) {
					ScriptLanguage::ScriptError e;
					e.path = E.key;
					e.line = pe.line;
					e.column = pe.column;
					e.message = pe.message;
					r_errors->push_back(e);
				}