### 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 true;
						case GDScriptParser::ClassNode::Member::GROUP:
							return false; 
						case GDScriptParser::ClassNode::Member::UNDEFINED:
							return false; 
					}
					return false;
				}
				base_type = base_type.class_type->base_type;
				break;
			case GDScriptParser::DataType::SCRIPT: {
				Ref<Script> scr = base_type.script_type;
				if (scr.is_valid()) {
					HashMap<StringName, Variant> constants;
					scr->get_constants(&constants);
					if (constants.has(p_identifier)) {
						r_type = _type_from_variant(constants[p_identifier]);
						return true;
					}
					List<PropertyInfo> members;
					if (is_static) {
						scr->get_property_list(&members);
					} else {
						scr->get_script_property_list(&members);
					}
					for (const PropertyInfo &prop : members) {
						if (prop.name == p_identifier) {
							r_type = _type_from_property(prop);
							return true;
						}