### 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
case GDScriptParser::COMPLETION_OVERRIDE_METHOD: {
			GDScriptParser::DataType base_type = context.current_class->base_type;
			if (_lookup_symbol_from_base(base_type, p_symbol, true, r_result) == OK) {
				return OK;
			}
		} break;
		case GDScriptParser::COMPLETION_PROPERTY_DECLARATION_OR_TYPE:
		case GDScriptParser::COMPLETION_TYPE_NAME_OR_VOID:
		case GDScriptParser::COMPLETION_TYPE_NAME: {
			GDScriptParser::DataType base_type = context.current_class->get_datatype();
			if (_lookup_symbol_from_base(base_type, p_symbol, false, r_result) == OK) {
				return OK;
			}
		} break;
		case GDScriptParser::COMPLETION_ANNOTATION: {
			const String annotation_symbol = "@" + p_symbol;
			if (parser.annotation_exists(annotation_symbol)) {
				r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS_ANNOTATION;
				r_result.class_name = "@GDScript";
				r_result.class_member = annotation_symbol;
				return OK;
			}
		} break;
		default: {
		}
	}
	return ERR_CANT_RESOLVE;
}
#endif