### 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
if (!is_function) {
				
				if (ProjectSettings::get_singleton()->has_autoload(p_symbol)) {
					const ProjectSettings::AutoloadInfo &autoload = ProjectSettings::get_singleton()->get_autoload(p_symbol);
					if (autoload.is_singleton) {
						String scr_path = autoload.path;
						if (!scr_path.ends_with(".gd")) {
							
							
							scr_path = scr_path.get_basename() + ".gd";
						}
						if (FileAccess::exists(scr_path)) {
							r_result.type = ScriptLanguage::LOOKUP_RESULT_SCRIPT_LOCATION;
							r_result.location = 0;
							r_result.script = ResourceLoader::load(scr_path);
							return OK;
						}
					}
				}
				
				HashMap<StringName, int> classes = GDScriptLanguage::get_singleton()->get_global_map();
				if (classes.has(p_symbol)) {
					Variant value = GDScriptLanguage::get_singleton()->get_global_array()[classes[p_symbol]];
					if (value.get_type() == Variant::OBJECT) {
						Object *obj = value;
						if (obj) {
							if (Object::cast_to<GDScriptNativeClass>(obj)) {
								r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS;
								r_result.class_name = Object::cast_to<GDScriptNativeClass>(obj)->get_name();
							} else {