### 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
for (int i = 0; i < p_class->members.size(); i++) {
		if (p_class->members[i].type == GDScriptParser::ClassNode::Member::FUNCTION) {
			const GDScriptParser::FunctionNode *function = p_class->members[i].function;
			r_funcs[function->start_line] = p_prefix.is_empty() ? String(function->identifier->name) : p_prefix + "." + String(function->identifier->name);
		} else if (p_class->members[i].type == GDScriptParser::ClassNode::Member::CLASS) {
			String new_prefix = p_class->members[i].m_class->identifier->name;
			get_function_names_recursively(p_class->members[i].m_class, p_prefix.is_empty() ? new_prefix : p_prefix + "." + new_prefix, r_funcs);
		}
	}
}
bool GDScriptLanguage::validate(const String &p_script, const String &p_path, List<String> *r_functions, List<ScriptLanguage::ScriptError> *r_errors, List<ScriptLanguage::Warning> *r_warnings, HashSet<int> *r_safe_lines) const {
	GDScriptParser parser;
	GDScriptAnalyzer analyzer(&parser);
	Error err = parser.parse(p_script, p_path, false);
	if (err == OK) {
		err = analyzer.analyze();
	}
#ifdef DEBUG_ENABLED
	if (r_warnings) {
		for (const GDScriptWarning &E : parser.get_warnings()) {
			const GDScriptWarning &warn = E;
			ScriptLanguage::Warning w;
			w.start_line = warn.start_line;