### 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)

GDScriptParser::DataType bad_type;
	bad_type.kind = GDScriptParser::DataType::VARIANT;
	bad_type.type_source = GDScriptParser::DataType::INFERRED;
	if (p_type == nullptr) {
		return bad_type;
	}
	if (p_type->get_datatype().is_resolving()) {
		push_error(R"(Could not resolve datatype: Cyclic reference.)", p_type);
		return bad_type;
	}
	if (!p_type->get_datatype().has_no_type()) {
		return p_type->get_datatype();
	}
	GDScriptParser::DataType resolving_datatype;
	resolving_datatype.kind = GDScriptParser::DataType::RESOLVING;
	p_type->set_datatype(resolving_datatype);
	GDScriptParser::DataType result;
	result.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
	if (p_type->type_chain.is_empty()) {
		
		result.kind = GDScriptParser::DataType::BUILTIN;
		result.builtin_type = Variant::NIL;