### Godot version

4.0 rc1

### System information

Windows 11, GTX 1080Ti, Vulkan

### Issue description

Automplete can't find any variables and methods on custom classes when the nodes are loaded with `@onready`:

simple_rotate.gd:
```gdscript
extends Node2D
class_name SimpleRotate

@export var shouldRotate : bool = true
```

machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel

func start_motor():
	wheel1.sho... # Doesn't autocomplete, it can't find shouldRotate 
```

If I add another cast like below, autocomplete does work:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel as SimpleRotate

func start_motor():
	wheel1.shouldRotate = true # Autocomplete works
```

To make things even weirder, it does work if I make Wheel into a unique name and access it using %:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $"%Wheel"

func start_motor():
	wheel1.shouldRotate = true # Autocomplete works
```


### Steps to reproduce

- Create a script with a class_name
- Add that script to a node
- Create another script referencing the node with the type of the script
- Try to let automcomplete find any methods or variables on the script with the class_name
- Notice that it fails

### Minimal reproduction project

N/A
if (!is_function) {
				
				if (ProjectSettings::get_singleton()->has_autoload(p_symbol)) {
					const ProjectSettings::AutoloadInfo &autoload = ProjectSettings::get_singleton()->get_autoload(p_symbol);
					if (autoload.is_singleton) {
						String scr_path = autoload.path;
						if (!scr_path.ends_with(".gd")) {
							
							
							scr_path = scr_path.get_basename() + ".gd";
						}
						if (FileAccess::exists(scr_path)) {
							r_result.type = ScriptLanguage::LOOKUP_RESULT_SCRIPT_LOCATION;
							r_result.location = 0;
							r_result.script = ResourceLoader::load(scr_path);
							return OK;
						}
					}
				}
				
				HashMap<StringName, int> classes = GDScriptLanguage::get_singleton()->get_global_map();
				if (classes.has(p_symbol)) {
					Variant value = GDScriptLanguage::get_singleton()->get_global_array()[classes[p_symbol]];
					if (value.get_type() == Variant::OBJECT) {
						Object *obj = value;
						if (obj) {
							if (Object::cast_to<GDScriptNativeClass>(obj)) {
								r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS;
								r_result.class_name = Object::cast_to<GDScriptNativeClass>(obj)->get_name();
							} else {