### 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
if (!opt.replace("/", "_").is_valid_identifier()) {
						
						
						opt = opt.quote(opt.contains("'") ? "\"" : quote_style); 
					}
					ScriptLanguage::CodeCompletionOption option(opt, ScriptLanguage::CODE_COMPLETION_KIND_NODE_PATH);
					options.insert(option.display, option);
				}
				
				for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : ProjectSettings::get_singleton()->get_autoload_list()) {
					String path = "/root/" + E.key;
					ScriptLanguage::CodeCompletionOption option(path.quote(quote_style), ScriptLanguage::CODE_COMPLETION_KIND_NODE_PATH);
					options.insert(option.display, option);
				}
			}
		} break;
		case GDScriptParser::COMPLETION_SUPER_METHOD: {
			if (!completion_context.current_class) {
				break;
			}
			_find_identifiers_in_class(completion_context.current_class, true, false, true, options, 0);
		} break;
	}
	for (const KeyValue<String, ScriptLanguage::CodeCompletionOption> &E : options) {
		r_options->push_back(E.value);
	}
	return OK;
}
#else
Error GDScriptLanguage::complete_code(const String &p_code, const String &p_path, Object *p_owner, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_forced, String &r_call_hint) {