### 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
bool found = false;
	if (p_expression == nullptr) {
		return false;
	}
	static int recursion_depth = 0;
	RecursionCheck recursion(&recursion_depth);
	if (unlikely(recursion.check())) {
		ERR_FAIL_V_MSG(false, "Reached recursion limit while trying to guess type.");
	}
	if (p_expression->is_constant) {
		
		r_type = _type_from_variant(p_expression->reduced_value);
		switch (p_expression->get_datatype().kind) {
			case GDScriptParser::DataType::ENUM:
			case GDScriptParser::DataType::CLASS:
				r_type.type = p_expression->get_datatype();
				break;
			default:
				break;
		}
		found = true;
	} else {
		switch (p_expression->type) {
			case GDScriptParser::Node::LITERAL: {
				const GDScriptParser::LiteralNode *literal = static_cast<const GDScriptParser::LiteralNode *>(p_expression);
				r_type = _type_from_variant(literal->value);
				found = true;
			} break;
			case GDScriptParser::Node::SELF: {
				if (p_context.current_class) {