### 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
ERR_FAIL_COND(p_recursion_depth > COMPLETION_RECURSION_LIMIT);
	if (!p_parent_only) {
		bool outer = false;
		const GDScriptParser::ClassNode *clss = p_class;
		int classes_processed = 0;
		while (clss) {
			for (int i = 0; i < clss->members.size(); i++) {
				const int location = p_recursion_depth == 0 ? classes_processed : (p_recursion_depth | ScriptLanguage::LOCATION_PARENT_MASK);
				const GDScriptParser::ClassNode::Member &member = clss->members[i];
				ScriptLanguage::CodeCompletionOption option;
				switch (member.type) {
					case GDScriptParser::ClassNode::Member::VARIABLE:
						if (p_only_functions || outer || (p_static && !member.variable->is_static)) {
							continue;
						}
						option = ScriptLanguage::CodeCompletionOption(member.variable->identifier->name, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER, location);
						break;
					case GDScriptParser::ClassNode::Member::CONSTANT:
						if (p_only_functions) {
							continue;
						}
						if (r_result.has(member.constant->identifier->name)) {
							continue;