### 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 (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
		_debug_parse_err_line = p_line;
		_debug_parse_err_file = p_file;
		_debug_error = p_error;
		EngineDebugger::get_script_debugger()->debug(this, false, true);
		
		_debug_parse_err_file = String();
		_debug_error = String();
		return true;
	} else {
		return false;
	}
}
bool GDScriptLanguage::debug_break(const String &p_error, bool p_allow_continue) {
	if (EngineDebugger::is_active()) {
		_debug_parse_err_line = -1;
		_debug_parse_err_file = "";
		_debug_error = p_error;
		bool is_error_breakpoint = p_error != "Breakpoint";
		EngineDebugger::get_script_debugger()->debug(this, p_allow_continue, is_error_breakpoint);
		
		_debug_parse_err_file = String();
		_debug_error = String();
		return true;
	} else {
		return false;
	}
}
String GDScriptLanguage::debug_get_error() const {