### 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)

get_class_node_current_scope_classes(base_class, &script_classes);
	}
	for (GDScriptParser::ClassNode *script_class : script_classes) {
		if (p_base == nullptr && script_class->identifier && script_class->identifier->name == name) {
			reduce_identifier_from_base_set_class(p_identifier, script_class->get_datatype());
			return;
		}
		if (script_class->has_member(name)) {
			resolve_class_member(script_class, name, p_identifier);
			GDScriptParser::ClassNode::Member member = script_class->get_member(name);
			switch (member.type) {
				case GDScriptParser::ClassNode::Member::CONSTANT: {
					p_identifier->set_datatype(member.get_datatype());
					p_identifier->is_constant = true;
					p_identifier->reduced_value = member.constant->initializer->reduced_value;
					p_identifier->source = GDScriptParser::IdentifierNode::MEMBER_CONSTANT;
					p_identifier->constant_source = member.constant;
					return;
				}
				case GDScriptParser::ClassNode::Member::ENUM_VALUE: {
					p_identifier->set_datatype(member.get_datatype());
					p_identifier->is_constant = true;
					p_identifier->reduced_value = member.enum_value.value;
					p_identifier->source = GDScriptParser::IdentifierNode::MEMBER_CONSTANT;
					return;
				}
				case GDScriptParser::ClassNode::Member::ENUM: {
					p_identifier->set_datatype(member.get_datatype());
					p_identifier->is_constant = true;
					p_identifier->reduced_value = member.m_enum->dictionary;