### 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)

result.kind = GDScriptParser::DataType::NATIVE;
		Object *obj = p_value;
		if (!obj) {
			return GDScriptParser::DataType();
		}
		result.native_type = obj->get_class_name();
		Ref<Script> scr = p_value; 
		if (scr.is_valid()) {
			result.is_meta_type = true;
		} else {
			result.is_meta_type = false;
			scr = obj->get_script();
		}
		if (scr.is_valid()) {
			Ref<GDScript> gds = scr;
			if (gds.is_valid()) {
				
				
				String script_path = gds->get_script_path();
				Ref<GDScriptParserRef> ref = get_parser_for(script_path);
				if (ref.is_null()) {
					push_error(vformat(R"(Could not find script "%s".)", script_path), p_source);
					GDScriptParser::DataType error_type;
					error_type.kind = GDScriptParser::DataType::VARIANT;
					return error_type;
				}
				Error err = ref->raise_status(GDScriptParserRef::INHERITANCE_SOLVED);
				GDScriptParser::ClassNode *found = nullptr;
				if (err == OK) {
					found = ref->get_parser()->find_class(gds->fully_qualified_name);