### 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 (_debug_parse_err_line >= 0) {
		return "";
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, "");
	int l = _call_stack.stack_pos - p_level - 1;
	return _call_stack.levels[l].function->get_name();
}
String GDScriptLanguage::debug_get_stack_level_source(int p_level) const {
	if (_debug_parse_err_line >= 0) {
		return _debug_parse_err_file;
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, "");
	int l = _call_stack.stack_pos - p_level - 1;
	return _call_stack.levels[l].function->get_source();
}
void GDScriptLanguage::debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
	if (_debug_parse_err_line >= 0) {
		return;
	}
	ERR_FAIL_INDEX(p_level, _call_stack.stack_pos);
	int l = _call_stack.stack_pos - p_level - 1;
	GDScriptFunction *f = _call_stack.levels[l].function;
	List<Pair<StringName, int>> locals;
	f->debug_get_stack_member_state(*_call_stack.levels[l].line, &locals);
	for (const Pair<StringName, int> &E : locals) {
		p_locals->push_back(E.first);
		p_values->push_back(_call_stack.levels[l].stack[E.second]);
	}
}
void GDScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {