### 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 (E.name == call->function_name) {
						r_arghint += _make_arguments_hint(E, p_argidx);
						return;
					}
				}
			}
		}
		if (subscript->is_attribute) {
			bool found_type = _get_subscript_type(p_context, subscript, base_type, &base);
			if (!found_type) {
				GDScriptCompletionIdentifier ci;
				if (_guess_expression_type(p_context, subscript->base, ci)) {
					base_type = ci.type;
					base = ci.value;
				} else {
					return;
				}
			}
			_static = base_type.is_meta_type;
		}
	} else if (Variant::has_utility_function(call->function_name)) {
		MethodInfo info = Variant::get_utility_function_info(call->function_name);
		r_arghint = _make_arguments_hint(info, p_argidx);
		return;
	} else if (GDScriptUtilityFunctions::function_exists(call->function_name)) {
		MethodInfo info = GDScriptUtilityFunctions::get_function_info(call->function_name);
		r_arghint = _make_arguments_hint(info, p_argidx);
		return;
	} else if (GDScriptParser::get_builtin_type(call->function_name) < Variant::VARIANT_MAX) {