### 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
Variant base_val;
						Variant::construct(base.type.builtin_type, base_val, nullptr, 0, err);
						bool valid = false;
						Variant res = base_val.get(index.value, &valid);
						if (valid) {
							r_type = _type_from_variant(res);
							r_type.value = Variant();
							r_type.type.is_constant = false;
							found = true;
						}
					}
				}
			} break;
			case GDScriptParser::Node::BINARY_OPERATOR: {
				const GDScriptParser::BinaryOpNode *op = static_cast<const GDScriptParser::BinaryOpNode *>(p_expression);
				if (op->variant_op == Variant::OP_MAX) {
					break;
				}
				GDScriptParser::CompletionContext context = p_context;
				context.current_line = op->start_line;
				GDScriptCompletionIdentifier p1;
				GDScriptCompletionIdentifier p2;
				if (!_guess_expression_type(context, op->left_operand, p1)) {
					found = false;
					break;
				}
				if (!_guess_expression_type(context, op->right_operand, p2)) {
					found = false;
					break;
				}