### 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)

ERR_FAIL_NULL(p_identifier);
	p_identifier->set_datatype(p_identifier_datatype);
	Error err = OK;
	Ref<GDScript> scr = GDScriptCache::get_shallow_script(p_identifier_datatype.script_path, err);
	if (err) {
		push_error(vformat(R"(Error while getting cache for script "%s".)", p_identifier_datatype.script_path), p_identifier);
		return;
	}
	p_identifier->reduced_value = scr->find_class(p_identifier_datatype.class_type->fqcn);
	p_identifier->is_constant = true;
}
void GDScriptAnalyzer::reduce_identifier_from_base(GDScriptParser::IdentifierNode *p_identifier, GDScriptParser::DataType *p_base) {
	if (!p_identifier->get_datatype().has_no_type()) {
		return;
	}
	GDScriptParser::DataType base;
	if (p_base == nullptr) {
		base = type_from_metatype(parser->current_class->get_datatype());