### Godot version

4.1.beta3

### System information

Fedora Workstation 38 - Godot 4.1.beta3 - Vulkan (Forward+)

### Issue description

**This is an issue created by the production team, we're working on it**

Currently, it's impossible to call virtual functions within GDScript.

This currently returns an error:
```gdscript
# a.gd
extends Node

func _process(delta: float) -> void:
	pass
```

```gdscript
# main.gd
extends Node

var my_node: Node = preload("res://a.gd").new()

func _process(delta: float) -> void:
	my_node._process(delta)  # Cannot call virtual function "_process()" because it hasn't been defined.
```

### Steps to reproduce

1. Create a script (`a.gd`) based on `Node` that declares `_process()`;
2. Create a main node;
3. Attach a script to the main node;
4. Initialize a variable with a new `a.gd` instance;
5. Try to run `_process()` on that node;
6. Find out that it returns an error.

### Minimal reproduction project

[virtual_functions.zip (updated)](https://github.com/godotengine/godot/files/11823992/virtual_functions.zip)


}
	if (class_exists(name)) {
		p_identifier->set_datatype(make_native_meta_type(name));
		return;
	}
	if (ScriptServer::is_global_class(name)) {
		p_identifier->set_datatype(make_global_class_meta_type(name, p_identifier));
		return;
	}
	
	
	if (ProjectSettings::get_singleton()->has_autoload(name)) {
		const ProjectSettings::AutoloadInfo &autoload = ProjectSettings::get_singleton()->get_autoload(name);
		if (autoload.is_singleton) {
			
			GDScriptParser::DataType result;
			result.kind = GDScriptParser::DataType::NATIVE;
			result.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
			if (ResourceLoader::get_resource_type(autoload.path) == "GDScript") {
				Ref<GDScriptParserRef> singl_parser = get_parser_for(autoload.path);
				if (singl_parser.is_valid()) {
					Error err = singl_parser->raise_status(GDScriptParserRef::INHERITANCE_SOLVED);
					if (err == OK) {
						result = type_from_metatype(singl_parser->get_parser()->head->get_datatype());
					}
				}
			} else if (ResourceLoader::get_resource_type(autoload.path) == "PackedScene") {
				if (GDScriptLanguage::get_singleton()->has_any_global_constant(name)) {
					Variant constant = GDScriptLanguage::get_singleton()->get_any_global_constant(name);
					Node *node = Object::cast_to<Node>(constant);