### 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.insert_text += "(";
						} else {
							option.insert_text += "()";
						}
						break;
					case GDScriptParser::ClassNode::Member::SIGNAL:
						if (p_only_functions || outer || p_static) {
							continue;
						}
						option = ScriptLanguage::CodeCompletionOption(member.signal->identifier->name, ScriptLanguage::CODE_COMPLETION_KIND_SIGNAL, location);
						break;
					case GDScriptParser::ClassNode::Member::GROUP:
						break; 
					case GDScriptParser::ClassNode::Member::UNDEFINED:
						break;
				}
				r_result.insert(option.display, option);
			}
			outer = true;
			clss = clss->outer;
			classes_processed++;
		}
	}
	
	GDScriptCompletionIdentifier base_type;
	base_type.type = p_class->base_type;
	base_type.type.is_meta_type = p_static;
	_find_identifiers_in_base(base_type, p_only_functions, r_result, p_recursion_depth + 1);
}
static void _find_identifiers_in_base(const GDScriptCompletionIdentifier &p_base, bool p_only_functions, HashMap<String, ScriptLanguage::CodeCompletionOption> &r_result, int p_recursion_depth) {