### Tested versions

- Reproducible in: 4.2.1 Stable
- Testing working functionality in: 4.2 Stable and 4.1 Stable

### System information

Windows 11 - Godot v4.2.1-stable - Vulkan (Forward+)

### Issue description

I have a timer as shown in the attached image. When I tried to drag the timer to the script and use the dot notation to autocomplete the in-built functions of the Timer class, I didn't get suggestions.

While in v4.1 opening the same project gave intellisense.
![image](https://github.com/godotengine/godot/assets/29101013/5e5088d9-8e61-4d4b-a5b4-8deb37cd915b)


### Steps to reproduce

1. Create a Timer
2. Drag and drop in the gdscript editor.
3. Try to invoke the start method.

### Minimal reproduction project (MRP)

[Test DnD.zip](https://github.com/godotengine/godot/files/13658039/Test.DnD.zip)

case GDScriptParser::COMPLETION_SUBSCRIPT: {
			const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(completion_context.node);
			GDScriptCompletionIdentifier base;
			if (!_guess_expression_type(completion_context, subscript->base, base)) {
				break;
			}
			_find_identifiers_in_base(base, false, options, 0);
		} break;
		case GDScriptParser::COMPLETION_TYPE_ATTRIBUTE: {
			if (!completion_context.current_class) {
				break;
			}
			const GDScriptParser::TypeNode *type = static_cast<const GDScriptParser::TypeNode *>(completion_context.node);
			bool found = true;
			GDScriptCompletionIdentifier base;
			base.type.kind = GDScriptParser::DataType::CLASS;
			base.type.type_source = GDScriptParser::DataType::INFERRED;
			base.type.is_constant = true;
			base.type.class_type = completion_context.current_class;
			base.value = completion_context.base;
			for (int i = 0; i < completion_context.current_argument; i++) {
				GDScriptCompletionIdentifier ci;
				if (!_guess_identifier_type_from_base(completion_context, base, type->type_chain[i]->name, ci)) {
					found = false;
					break;
				}
				base = ci;
			}
			
			if (found) {