### 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
GDScriptCompletionIdentifier base;
		base.value = p_context.base;
		base.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
		base.type.kind = GDScriptParser::DataType::CLASS;
		base.type.class_type = p_context.current_class;
		base.type.is_meta_type = p_context.current_function && p_context.current_function->is_static;
		if (_guess_identifier_type_from_base(p_context, base, p_identifier->name, r_type)) {
			return true;
		}
	}
	
	if (ScriptServer::is_global_class(p_identifier->name)) {
		String script = ScriptServer::get_global_class_path(p_identifier->name);
		if (script.to_lower().ends_with(".gd")) {
			Error err = OK;
			Ref<GDScriptParserRef> parser = GDScriptCache::get_parser(script, GDScriptParserRef::INTERFACE_SOLVED, err);
			if (err == OK) {
				r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
				r_type.type.script_path = script;
				r_type.type.class_type = parser->get_parser()->get_tree();
				r_type.type.is_meta_type = true;
				r_type.type.is_constant = false;
				r_type.type.kind = GDScriptParser::DataType::CLASS;
				r_type.value = Variant();
				p_context.dependent_parsers.push_back(parser);
				return true;
			}
		} else {
			Ref<Script> scr = ResourceLoader::load(ScriptServer::get_global_class_path(p_identifier->name));
			if (scr.is_valid()) {