### 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
}
								}
							}
							
							return false;
						case GDScriptParser::ClassNode::Member::ENUM:
							r_type.type = member.m_enum->get_datatype();
							r_type.enumeration = member.m_enum->identifier->name;
							return true;
						case GDScriptParser::ClassNode::Member::ENUM_VALUE:
							r_type = _type_from_variant(member.enum_value.value);
							return true;
						case GDScriptParser::ClassNode::Member::SIGNAL:
							r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
							r_type.type.kind = GDScriptParser::DataType::BUILTIN;
							r_type.type.builtin_type = Variant::SIGNAL;
							return true;
						case GDScriptParser::ClassNode::Member::FUNCTION:
							if (is_static && !member.function->is_static) {
								return false;
							}
							r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
							r_type.type.kind = GDScriptParser::DataType::BUILTIN;
							r_type.type.builtin_type = Variant::CALLABLE;
							return true;
						case GDScriptParser::ClassNode::Member::CLASS:
							r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
							r_type.type.kind = GDScriptParser::DataType::CLASS;
							r_type.type.class_type = member.m_class;
							r_type.type.is_meta_type = true;