### 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)

return bad_type;
								}
								result = ref->get_parser()->head->get_datatype();
							} else {
								result = make_script_meta_type(member.constant->initializer->reduced_value);
							}
							found = true;
							break;
						}
						[[fallthrough]];
					default:
						push_error(vformat(R"("%s" is a %s but does not contain a type.)", first, member.get_type_name()), p_type);
						return bad_type;
				}
			}
		}
	}
	if (!result.is_set()) {
		push_error(vformat(R"(Could not find type "%s" in the current scope.)", first), p_type);
		return bad_type;
	}
	if (p_type->type_chain.size() > 1) {
		if (result.kind == GDScriptParser::DataType::CLASS) {
			for (int i = 1; i < p_type->type_chain.size(); i++) {
				GDScriptParser::DataType base = result;
				reduce_identifier_from_base(p_type->type_chain[i], &base);
				result = p_type->type_chain[i]->get_datatype();
				if (!result.is_set()) {
					push_error(vformat(R"(Could not find type "%s" under base "%s".)", p_type->type_chain[i]->name, base.to_string()), p_type->type_chain[1]);
					return bad_type;