### 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
method_hint += arg;
						if (use_type_hint) {
							method_hint += ": " + _get_visual_datatype(mi.arguments[i], true, class_name);
						}
					}
				}
				method_hint += ")";
				if (use_type_hint) {
					method_hint += " -> " + _get_visual_datatype(mi.return_val, false, class_name);
				}
				method_hint += ":";
				ScriptLanguage::CodeCompletionOption option(method_hint, ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
				options.insert(option.display, option);
			}
		} break;
		case GDScriptParser::COMPLETION_GET_NODE: {
			
			if (p_owner) {
				List<String> opts;
				p_owner->get_argument_options("get_node", 0, &opts);
				for (const String &E : opts) {
					r_forced = true;
					String opt = E.strip_edges();
					if (opt.is_quoted()) {
						
						
						opt = opt.unquote();
					}