### Tested versions

- Reproducible in: 4.2.1 Stable
- Testing working functionality in: 4.2 Stable and 4.1 Stable

### System information

Windows 11 - Godot v4.2.1-stable - Vulkan (Forward+)

### Issue description

I have a timer as shown in the attached image. When I tried to drag the timer to the script and use the dot notation to autocomplete the in-built functions of the Timer class, I didn't get suggestions.

While in v4.1 opening the same project gave intellisense.
![image](https://github.com/godotengine/godot/assets/29101013/5e5088d9-8e61-4d4b-a5b4-8deb37cd915b)


### Steps to reproduce

1. Create a Timer
2. Drag and drop in the gdscript editor.
3. Try to invoke the start method.

### Minimal reproduction project (MRP)

[Test DnD.zip](https://github.com/godotengine/godot/files/13658039/Test.DnD.zip)

}
					GDScriptParser::CompletionContext c = p_context;
					c.current_line = subscript->start_line;
					GDScriptCompletionIdentifier base;
					if (!_guess_expression_type(c, subscript->base, base)) {
						found = false;
						break;
					}
					GDScriptCompletionIdentifier index;
					if (!_guess_expression_type(c, subscript->index, index)) {
						found = false;
						break;
					}
					if (base.value.in(index.value)) {
						Variant value = base.value.get(index.value);
						r_type = _type_from_variant(value);
						found = true;
						break;
					}
					
					const GDScriptParser::DictionaryNode *dn = nullptr;
					if (subscript->base->type == GDScriptParser::Node::DICTIONARY) {
						dn = static_cast<const GDScriptParser::DictionaryNode *>(subscript->base);
					} else if (base.assigned_expression && base.assigned_expression->type == GDScriptParser::Node::DICTIONARY) {
						dn = static_cast<const GDScriptParser::DictionaryNode *>(base.assigned_expression);
					}
					if (dn) {
						for (int i = 0; i < dn->elements.size(); i++) {
							GDScriptCompletionIdentifier key;
							if (!_guess_expression_type(c, dn->elements[i].key, key)) {