### 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)

if (member_node && member_node->type != GDScriptParser::Node::ANNOTATION) {
			
			for (GDScriptParser::AnnotationNode *&E : member_node->annotations) {
				if (E->name == SNAME("@warning_ignore")) {
					resolve_annotation(E);
					E->apply(parser, member.variable);
				}
			}
			for (GDScriptWarning::Code ignored_warning : member_node->ignored_warnings) {
				parser->ignored_warnings.insert(ignored_warning);
			}
		}
#endif
		switch (member.type) {
			case GDScriptParser::ClassNode::Member::VARIABLE: {
				bool previous_static_context = static_context;
				static_context = member.variable->is_static;
				check_class_member_name_conflict(p_class, member.variable->identifier->name, member.variable);
				member.variable->set_datatype(resolving_datatype);
				resolve_variable(member.variable, false);
				
				for (GDScriptParser::AnnotationNode *&E : member.variable->annotations) {
					if (E->name != SNAME("@warning_ignore")) {
						resolve_annotation(E);
						E->apply(parser, member.variable);
					}
				}
				static_context = previous_static_context;
#ifdef DEBUG_ENABLED
				if (member.variable->exported && member.variable->onready) {