### 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 (!script.ends_with(".gd")) {
															
															
															script = script.get_basename() + ".gd";
														}
														if (FileAccess::exists(script)) {
															Error err = OK;
															Ref<GDScriptParserRef> parser = GDScriptCache::get_parser(script, GDScriptParserRef::INTERFACE_SOLVED, err);
															if (err == OK) {
																r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
																r_type.type.script_path = script;
																r_type.type.class_type = parser->get_parser()->get_tree();
																r_type.type.is_constant = false;
																r_type.type.kind = GDScriptParser::DataType::CLASS;
																r_type.value = Variant();
																p_context.dependent_parsers.push_back(parser);
																found = true;
															}
														}
														break;
													}
												}
											}
										}
									}
								}
								if (!found && all_is_const && baseptr) {
									Vector<const Variant *> argptr;
									for (int i = 0; i < args.size(); i++) {
										argptr.push_back(&args[i]);