### 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
base_type.native_type = scr->get_instance_base_type();
					}
				} else {
					return false;
				}
			} break;
			case GDScriptParser::DataType::NATIVE: {
				if (!ClassDB::class_exists(base_type.native_type)) {
					return false;
				}
				MethodBind *mb = ClassDB::get_method(base_type.native_type, p_method);
				if (mb) {
					r_type = _type_from_property(mb->get_return_info());
					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;
				}
				List<MethodInfo> methods;
				tmp.get_method_list(&methods);
				for (const MethodInfo &mi : methods) {
					if (mi.name == p_method) {
						r_type = _type_from_property(mi.return_val);
						return true;