### Godot version

v4.0.beta17.official [c40020513]

### System information

Apple M1 Max - macOS Ventura 13.1 (22C65)

### Issue description

I am getting an error due to functions no longer returning the correct typed array, when the function concatenates arrays and returns it.

In other words, the following fails:

```
func add_arrays() -> Array[ClassA]:
	var array_1: Array[ClassA] = []
	var array_2: Array[ClassA] = []
	return array_1 + array_2
```

<img width="864" alt="Screenshot 2023-02-02 at 1 02 53 PM" src="https://user-images.githubusercontent.com/905216/216320503-475bf4a1-353e-455c-87d5-69d036db706c.png">

I'm assuming when concatenating, the typing changes to a generic `Array` now? Just a guess. 

### Steps to reproduce

N/A

### Minimal reproduction project

[Godot Crash Project.zip](https://github.com/godotengine/godot/files/10568780/Godot.Crash.Project.zip)

break;
			case GDScriptParser::ClassNode::Member::GROUP:
				
				break;
			case GDScriptParser::ClassNode::Member::UNDEFINED:
				ERR_PRINT("Trying to resolve undefined member.");
				break;
		}
#ifdef DEBUG_ENABLED
		parser->ignored_warnings = previously_ignored_warnings;
#endif
	}
	parser->current_class = previous_class;
}
void GDScriptAnalyzer::resolve_class_interface(GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_source) {
	if (p_source == nullptr && parser->has_class(p_class)) {
		p_source = p_class;
	}
#ifdef DEBUG_ENABLED
	bool has_static_data = p_class->has_static_data;
#endif
	if (!p_class->resolved_interface) {
		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".)", script_path), p_source);
				return;
			}
			Error err = parser_ref->raise_status(GDScriptParserRef::PARSED);