### 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 (!opt.replace("/", "_").is_valid_identifier()) {
						
						
						opt = opt.quote(opt.contains("'") ? "\"" : quote_style); 
					}
					ScriptLanguage::CodeCompletionOption option(opt, ScriptLanguage::CODE_COMPLETION_KIND_NODE_PATH);
					options.insert(option.display, option);
				}
				
				for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : ProjectSettings::get_singleton()->get_autoload_list()) {
					String path = "/root/" + E.key;
					ScriptLanguage::CodeCompletionOption option(path.quote(quote_style), ScriptLanguage::CODE_COMPLETION_KIND_NODE_PATH);
					options.insert(option.display, option);
				}
			}
		} break;
		case GDScriptParser::COMPLETION_SUPER_METHOD: {
			if (!completion_context.current_class) {
				break;
			}
			_find_identifiers_in_class(completion_context.current_class, true, false, true, options, 0);
		} break;
	}
	for (const KeyValue<String, ScriptLanguage::CodeCompletionOption> &E : options) {
		r_options->push_back(E.value);
	}
	return OK;
}
#else
Error GDScriptLanguage::complete_code(const String &p_code, const String &p_path, Object *p_owner, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_forced, String &r_call_hint) {