### 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)

_find_built_in_variants(r_result, true);
	List<StringName> native_types;
	ClassDB::get_class_list(&native_types);
	for (const StringName &E : native_types) {
		if (ClassDB::is_class_exposed(E) && !Engine::get_singleton()->has_singleton(E)) {
			ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_CLASS);
			r_result.insert(option.display, option);
		}
	}
	if (p_context.current_class) {
		if (!p_inherit_only && p_context.current_class->base_type.is_set()) {
			
			List<StringName> enums;
			ClassDB::get_enum_list(p_context.current_class->base_type.native_type, &enums);
			for (const StringName &E : enums) {
				ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_ENUM);
				r_result.insert(option.display, option);
			}
		}
		
		const GDScriptParser::ClassNode *current = p_context.current_class;
		while (current) {
			for (int i = 0; i < current->members.size(); i++) {
				const GDScriptParser::ClassNode::Member &member = current->members[i];