### 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
r_result.insert(option.display, option);
					}
					Ref<Script> base_script = scr->get_base_script();
					if (base_script.is_valid()) {
						base_type.script_type = base_script;
					} else {
						base_type.kind = GDScriptParser::DataType::NATIVE;
						base_type.builtin_type = Variant::OBJECT;
						base_type.native_type = scr->get_instance_base_type();
					}
				} else {
					return;
				}
			} break;
			case GDScriptParser::DataType::NATIVE: {
				StringName type = base_type.native_type;
				if (!ClassDB::class_exists(type)) {
					return;
				}
				if (!p_only_functions) {
					List<String> constants;
					ClassDB::get_integer_constant_list(type, &constants);
					for (const String &E : constants) {
						int location = p_recursion_depth + _get_constant_location(type, StringName(E));
						ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT, location);
						r_result.insert(option.display, option);
					}
					if (!base_type.is_meta_type || Engine::get_singleton()->has_singleton(type)) {
						List<PropertyInfo> pinfo;
						ClassDB::get_property_list(type, &pinfo);