### Godot version

4.0.1

### System information

Windows 11, Vulkan, ryzen 9 5900X, rx 6700xt

### Issue description

When creating a typed array
(take `var wheels: Array[VehicleWheel3D]` as an example)

and then trying to add a node to the array by referencing it with `$`
(for example `var wheels: Array[VehicleWheel3D] = [$BackLeftWheel]`)

it will return the following error:
_Cannot have an element of type "Node" in an array of type "Array[VehicleWheel3D]"_

I have a theory that this is due to `$MyNode` being the same as `get_node("MyNode")` for the parser and `get_node()` has a return type of `Node`, so the parser thinks that you are trying to append a `Node` to the array (Haven't checked that in the source code, it's just a theory). 

![image](https://user-images.githubusercontent.com/111653551/227974121-e0be38bc-8c99-47f1-adf6-775083805cff.png)

This can be worked around by casting the node as the intended type
(`var wheels: Array[VehicleWheel3D] = [$BackLeftWheel as VehicleWheel3D]`)

### Steps to reproduce

See "Issue description" and "Minimal reproduction project"

### Minimal reproduction project


[Typed Array issue rep project.zip](https://github.com/godotengine/godot/files/11080146/Typed.Array.issue.rep.project.zip)

ERR_FAIL_COND(!p_class->has_member(p_name));
	resolve_class_member(p_class, p_class->members_indices[p_name], p_source);
}
void GDScriptAnalyzer::resolve_class_member(GDScriptParser::ClassNode *p_class, int p_index, const GDScriptParser::Node *p_source) {
	ERR_FAIL_INDEX(p_index, p_class->members.size());
	GDScriptParser::ClassNode::Member &member = p_class->members.write[p_index];
	if (p_source == nullptr && parser->has_class(p_class)) {
		p_source = member.get_source_node();
	}
	if (member.get_datatype().is_resolving()) {
		push_error(vformat(R"(Could not resolve member "%s": Cyclic reference.)", member.get_name()), p_source);
		return;
	}
	if (member.get_datatype().is_set()) {
		return;
	}
	if (!parser->has_class(p_class)) {
		String script_path = p_class->get_datatype().script_path;
		Ref<GDScriptParserRef> parser_ref = get_parser_for(script_path);
		if (parser_ref.is_null()) {
			push_error(vformat(R"(Could not find script "%s" (While resolving "%s").)", script_path, member.get_name()), p_source);
			return;
		}