### 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
}
		case GDScriptParser::COMPLETION_ASSIGN:
		case GDScriptParser::COMPLETION_CALL_ARGUMENTS:
		case GDScriptParser::COMPLETION_IDENTIFIER:
		case GDScriptParser::COMPLETION_PROPERTY_METHOD: {
			GDScriptParser::DataType base_type;
			if (context.current_class) {
				if (context.type != GDScriptParser::COMPLETION_SUPER_METHOD) {
					base_type = context.current_class->get_datatype();
				} else {
					base_type = context.current_class->base_type;
				}
			} else {
				break;
			}
			if (!is_function && context.current_suite) {
				
				const GDScriptParser::SuiteNode *suite = context.current_suite;
				while (suite) {
					if (suite->has_local(p_symbol)) {
						r_result.type = ScriptLanguage::LOOKUP_RESULT_SCRIPT_LOCATION;
						r_result.location = suite->get_local(p_symbol).start_line;
						return OK;
					}
					suite = suite->parent_block;
				}
			}
			if (_lookup_symbol_from_base(base_type, p_symbol, is_function, r_result) == OK) {
				return OK;
			}