### 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
if (identifier_node->next != nullptr && identifier_node->next->type == GDScriptParser::ClassNode::Node::GET_NODE) {
						get_node = static_cast<GDScriptParser::GetNodeNode *>(identifier_node->next);
					}
				} break;
				default: {
				} break;
			}
		} break;
		default: {
		} break;
	}
	if (get_node != nullptr) {
		const Object *node = p_context.base->call("get_node_or_null", NodePath(get_node->full_path));
		if (node != nullptr) {
			if (r_base != nullptr) {
				*r_base = node;
			}
			r_base_type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
			r_base_type.kind = GDScriptParser::DataType::NATIVE;
			r_base_type.builtin_type = Variant::OBJECT;
			r_base_type.native_type = node->get_class_name();
			return true;
		}
	}
	return false;
}
static void _find_call_arguments(GDScriptParser::CompletionContext &p_context, const GDScriptParser::Node *p_call, int p_argidx, HashMap<String, ScriptLanguage::CodeCompletionOption> &r_result, bool &r_forced, String &r_arghint) {
	if (p_call->type == GDScriptParser::Node::PRELOAD) {
		if (p_argidx == 0 && bool(EDITOR_GET("text_editor/completion/complete_file_paths"))) {
			_get_directory_contents(EditorFileSystem::get_singleton()->get_filesystem(), r_result);