### 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)

StringName native_base = p_native_class;
	while (true && native_base != StringName()) {
		if (ClassDB::has_enum(native_base, p_enum_name, true)) {
			break;
		}
		native_base = ClassDB::get_parent_class_nocheck(native_base);
	}
	GDScriptParser::DataType type = make_enum_type(p_enum_name, native_base, p_meta);
	if (p_meta) {
		type.builtin_type = Variant::NIL; 
	}
	List<StringName> enum_values;
	ClassDB::get_enum_constants(native_base, p_enum_name, &enum_values, true);
	for (const StringName &E : enum_values) {
		type.enum_values[E] = ClassDB::get_integer_constant(native_base, E);
	}
	return type;
}
static GDScriptParser::DataType make_global_enum_type(const StringName &p_enum_name, const StringName &p_base, bool p_meta = true) {