### 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 true;
					}
				}
				return false;
			} break;
			case GDScriptParser::DataType::BUILTIN: {
				Callable::CallError err;
				Variant tmp;
				Variant::construct(base_type.builtin_type, tmp, nullptr, 0, err);
				if (err.error != Callable::CallError::CALL_OK) {
					return false;
				}
				bool valid = false;
				Variant res = tmp.get(p_identifier, &valid);
				if (valid) {
					r_type = _type_from_variant(res);
					r_type.value = Variant();
					r_type.type.is_constant = false;
					return true;
				}
				return false;
			} break;
			default: {
				return false;
			} break;
		}
	}
	return false;
}
static void _find_last_return_in_block(GDScriptParser::CompletionContext &p_context, int &r_last_return_line, const GDScriptParser::ExpressionNode **r_last_returned_value) {