### 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)

#ifdef TOOLS_ENABLED
	bool th = EditorSettings::get_singleton()->get_setting("text_editor/completion/add_type_hints");
#else
	bool th = false;
#endif
	String s = "func " + p_name + "(";
	if (p_args.size()) {
		for (int i = 0; i < p_args.size(); i++) {
			if (i > 0) {
				s += ", ";
			}
			s += p_args[i].get_slice(":", 0);
			if (th) {
				String type = p_args[i].get_slice(":", 1);
				if (!type.is_empty()) {
					s += ": " + type;
				}
			}
		}
	}
	s += String(")") + (th ? " -> void" : "") + ":\n" + _get_indentation() + "pass # Replace with function body.\n";
	return s;
}
#ifdef TOOLS_ENABLED
#define COMPLETION_RECURSION_LIMIT 200
struct GDScriptCompletionIdentifier {