### 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 _debug_error;
}
int GDScriptLanguage::debug_get_stack_level_count() const {
	if (_debug_parse_err_line >= 0) {
		return 1;
	}
	return _call_stack.stack_pos;
}
int GDScriptLanguage::debug_get_stack_level_line(int p_level) const {
	if (_debug_parse_err_line >= 0) {
		return _debug_parse_err_line;
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, -1);
	int l = _call_stack.stack_pos - p_level - 1;
	return *(_call_stack.levels[l].line);
}
String GDScriptLanguage::debug_get_stack_level_function(int p_level) const {