### 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 (_debug_parse_err_line >= 0) {
		return nullptr;
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, nullptr);
	int l = _call_stack.stack_pos - p_level - 1;
	ScriptInstance *instance = _call_stack.levels[l].instance;
	return instance;
}
void GDScriptLanguage::debug_get_globals(List<String> *p_globals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
	const HashMap<StringName, int> &name_idx = GDScriptLanguage::get_singleton()->get_global_map();
	const Variant *gl_array = GDScriptLanguage::get_singleton()->get_global_array();
	List<Pair<String, Variant>> cinfo;
	get_public_constants(&cinfo);
	for (const KeyValue<StringName, int> &E : name_idx) {
		if (ClassDB::class_exists(E.key) || Engine::get_singleton()->has_singleton(E.key)) {
			continue;
		}
		bool is_script_constant = false;