### 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_OVERRIDE_METHOD: {
			GDScriptParser::DataType base_type = context.current_class->base_type;
			if (_lookup_symbol_from_base(base_type, p_symbol, true, r_result) == OK) {
				return OK;
			}
		} break;
		case GDScriptParser::COMPLETION_PROPERTY_DECLARATION_OR_TYPE:
		case GDScriptParser::COMPLETION_TYPE_NAME_OR_VOID:
		case GDScriptParser::COMPLETION_TYPE_NAME: {
			GDScriptParser::DataType base_type = context.current_class->get_datatype();
			if (_lookup_symbol_from_base(base_type, p_symbol, false, r_result) == OK) {
				return OK;
			}
		} break;
		case GDScriptParser::COMPLETION_ANNOTATION: {
			const String annotation_symbol = "@" + p_symbol;
			if (parser.annotation_exists(annotation_symbol)) {
				r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS_ANNOTATION;
				r_result.class_name = "@GDScript";
				r_result.class_member = annotation_symbol;
				return OK;
			}
		} break;
		default: {
		}
	}
	return ERR_CANT_RESOLVE;
}
#endif