### Godot version

4.0 rc1

### System information

Windows 11, GTX 1080Ti, Vulkan

### Issue description

Automplete can't find any variables and methods on custom classes when the nodes are loaded with `@onready`:

simple_rotate.gd:
```gdscript
extends Node2D
class_name SimpleRotate

@export var shouldRotate : bool = true
```

machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel

func start_motor():
	wheel1.sho... # Doesn't autocomplete, it can't find shouldRotate 
```

If I add another cast like below, autocomplete does work:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel as SimpleRotate

func start_motor():
	wheel1.shouldRotate = true # Autocomplete works
```

To make things even weirder, it does work if I make Wheel into a unique name and access it using %:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $"%Wheel"

func start_motor():
	wheel1.shouldRotate = true # Autocomplete works
```


### Steps to reproduce

- Create a script with a class_name
- Add that script to a node
- Create another script referencing the node with the type of the script
- Try to let automcomplete find any methods or variables on the script with the class_name
- Notice that it fails

### Minimal reproduction project

N/A
return _debug_error;
}
int GDScriptLanguage::debug_get_stack_level_count() const {
	if (_debug_parse_err_line >= 0) {
		return 1;
	}
	return _call_stack.stack_pos;
}
int GDScriptLanguage::debug_get_stack_level_line(int p_level) const {
	if (_debug_parse_err_line >= 0) {
		return _debug_parse_err_line;
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, -1);
	int l = _call_stack.stack_pos - p_level - 1;
	return *(_call_stack.levels[l].line);
}
String GDScriptLanguage::debug_get_stack_level_function(int p_level) const {