### 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
String arghint;
	if (!p_is_annotation) {
		arghint += _get_visual_datatype(p_info.return_val, false) + " ";
	}
	arghint += p_info.name + "(";
	int def_args = p_info.arguments.size() - p_info.default_arguments.size();
	int i = 0;
	for (const PropertyInfo &E : p_info.arguments) {
		if (i > 0) {
			arghint += ", ";
		}
		if (i == p_arg_idx) {
			arghint += String::chr(0xFFFF);
		}
		arghint += E.name + ": " + _get_visual_datatype(E, true);
		if (i - def_args >= 0) {
			arghint += String(" = ") + p_info.default_arguments[i - def_args].get_construct_string();
		}
		if (i == p_arg_idx) {
			arghint += String::chr(0xFFFF);
		}
		i++;
	}
	if (p_info.flags & METHOD_FLAG_VARARG) {
		if (p_info.arguments.size() > 0) {