### 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
r_type.type.kind = GDScriptParser::DataType::BUILTIN;
					r_type.type.builtin_type = GDScriptParser::get_builtin_type(call->function_name);
					found = true;
					break;
				} else if (GDScriptUtilityFunctions::function_exists(call->function_name)) {
					MethodInfo mi = GDScriptUtilityFunctions::get_function_info(call->function_name);
					r_type = _type_from_property(mi.return_val);
					found = true;
					break;
				} else {
					GDScriptParser::CompletionContext c = p_context;
					c.current_line = call->start_line;
					GDScriptParser::Node::Type callee_type = call->get_callee_type();
					GDScriptCompletionIdentifier base;
					if (callee_type == GDScriptParser::Node::IDENTIFIER || call->is_super) {
						
						if (p_context.current_class) {
							if (call->is_super) {
								base.type = p_context.current_class->base_type;
								base.value = p_context.base;
							} else {
								base.type.kind = GDScriptParser::DataType::CLASS;
								base.type.type_source = GDScriptParser::DataType::INFERRED;
								base.type.is_constant = true;
								base.type.class_type = p_context.current_class;
								base.value = p_context.base;
							}
						} else {
							break;
						}