### 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)

GDScriptTokenizer tokenizer;
	tokenizer.set_source_code(p_code);
	int indent = 0;
	GDScriptTokenizer::Token current = tokenizer.scan();
	while (current.type != GDScriptTokenizer::Token::TK_EOF && current.type != GDScriptTokenizer::Token::ERROR) {
		if (current.type == GDScriptTokenizer::Token::INDENT) {
			indent++;
		} else if (current.type == GDScriptTokenizer::Token::DEDENT) {
			indent--;
		}
		if (indent == 0 && current.type == GDScriptTokenizer::Token::FUNC) {
			current = tokenizer.scan();
			if (current.is_identifier()) {
				String identifier = current.get_identifier();
				if (identifier == p_function) {
					return current.start_line;
				}
			}
		}
		current = tokenizer.scan();
	}
	return -1;
}
Script *GDScriptLanguage::create_script() const {
	return memnew(GDScript);
}
thread_local int GDScriptLanguage::_debug_parse_err_line = -1;
thread_local String GDScriptLanguage::_debug_parse_err_file;
thread_local String GDScriptLanguage::_debug_error;
bool GDScriptLanguage::debug_break_parse(const String &p_file, int p_line, const String &p_error) {