### 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
option.theme_color_name = GDScriptParser::theme_color_names[E.name];
							}
							r_result.insert(option.display, option);
						}
					}
				}
				List<MethodInfo> methods;
				tmp.get_method_list(&methods);
				for (const MethodInfo &E : methods) {
					if (base_type.kind == GDScriptParser::DataType::ENUM && base_type.is_meta_type && !(E.flags & METHOD_FLAG_CONST)) {
						
						continue;
					}
					ScriptLanguage::CodeCompletionOption option(E.name, ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
					if (E.arguments.size()) {
						option.insert_text += "(";
					} else {
						option.insert_text += "()";
					}
					r_result.insert(option.display, option);
				}
				return;
			} break;
			default: {
				return;
			} break;
		}
	}
}
static void _find_identifiers(const GDScriptParser::CompletionContext &p_context, bool p_only_functions, HashMap<String, ScriptLanguage::CodeCompletionOption> &r_result, int p_recursion_depth) {