### 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
List<MethodInfo> constructors;
		Variant::get_constructor_list(GDScriptParser::get_builtin_type(call->function_name), &constructors);
		int i = 0;
		for (const MethodInfo &E : constructors) {
			if (p_argidx >= E.arguments.size()) {
				continue;
			}
			if (i > 0) {
				r_arghint += "\n";
			}
			r_arghint += _make_arguments_hint(E, p_argidx);
			i++;
		}
		return;
	} else if (call->is_super || callee_type == GDScriptParser::Node::IDENTIFIER) {
		base = p_context.base;
		if (p_context.current_class) {
			base_type = p_context.current_class->get_datatype();
			_static = !p_context.current_function || p_context.current_function->is_static;
		}
	} else {
		return;
	}
	GDScriptCompletionIdentifier ci;
	ci.type = base_type;
	ci.value = base;
	_find_call_arguments(p_context, ci, call->function_name, p_argidx, _static, r_result, r_arghint);
	r_forced = r_result.size() > 0;
}
::Error GDScriptLanguage::complete_code(const String &p_code, const String &p_path, Object *p_owner, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_forced, String &r_call_hint) {