### 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
} else {
			arghint += par->identifier->name.operator String() + ": " + par->get_datatype().to_string();
		}
		if (par->initializer) {
			String def_val = "<unknown>";
			switch (par->initializer->type) {
				case GDScriptParser::Node::LITERAL: {
					const GDScriptParser::LiteralNode *literal = static_cast<const GDScriptParser::LiteralNode *>(par->initializer);
					def_val = literal->value.get_construct_string();
				} break;
				case GDScriptParser::Node::IDENTIFIER: {
					const GDScriptParser::IdentifierNode *id = static_cast<const GDScriptParser::IdentifierNode *>(par->initializer);
					def_val = id->name.operator String();
				} break;
				case GDScriptParser::Node::CALL: {
					const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(par->initializer);
					if (call->is_constant && call->reduced) {
						def_val = call->function_name.operator String() + call->reduced_value.operator String();
					}
				} break;
				case GDScriptParser::Node::ARRAY: {
					const GDScriptParser::ArrayNode *arr = static_cast<const GDScriptParser::ArrayNode *>(par->initializer);
					if (arr->is_constant && arr->reduced) {
						def_val = arr->reduced_value.operator String();
					}
				} break;
				case GDScriptParser::Node::DICTIONARY: {
					const GDScriptParser::DictionaryNode *dict = static_cast<const GDScriptParser::DictionaryNode *>(par->initializer);
					if (dict->is_constant && dict->reduced) {
						def_val = dict->reduced_value.operator String();