### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

Lubuntu

### Issue description

You can't use + or += to mutate typed arrays.

It seems to be not correctly getting the type information from the second operand.

An erudite poster on the discord puts it differently:
> it's more like operator + doesn't retain Array typing
> the syntax for Array Concatenation via operators, but the idea gets across i think


The error you see is:
```Trying to assign an array of type "Array" to a variable of type "Array[int]".```


### Steps to reproduce

```
	var Alice: Array[int] = [1,2,3]
	var Bob: Array[int] = [4,5,6]
	Alice += Bob
```
This will crash with the above error message.

### Minimal reproduction project

[plus_syntax_broken_demo_project.zip](https://github.com/godotengine/godot/files/10694514/plus_syntax_broken_demo_project.zip)

break;
		}
		GDScriptParser::DataType par_type = p_par_types[i];
		if (par_type.is_hard_type() && p_call->arguments[i]->is_constant) {
			update_const_expression_builtin_type(p_call->arguments[i], par_type, "pass");
		}
		GDScriptParser::DataType arg_type = p_call->arguments[i]->get_datatype();
		if (arg_type.is_variant() || !arg_type.is_hard_type()) {
			
			if (!(par_type.is_hard_type() && par_type.is_variant())) {
				mark_node_unsafe(p_call->arguments[i]);
			}
		} else if (par_type.is_hard_type() && !is_type_compatible(par_type, arg_type, true)) {
			
			mark_node_unsafe(p_call);
			if (!is_type_compatible(arg_type, par_type)) {
				push_error(vformat(R"*(Invalid argument for "%s()" function: argument %d should be "%s" but is "%s".)*",
								   p_call->function_name, i + 1, par_type.to_string(), arg_type.to_string()),
						p_call->arguments[i]);
			}
#ifdef DEBUG_ENABLED
		} else if (par_type.kind == GDScriptParser::DataType::BUILTIN && par_type.builtin_type == Variant::INT && arg_type.kind == GDScriptParser::DataType::BUILTIN && arg_type.builtin_type == Variant::FLOAT) {
			parser->push_warning(p_call, GDScriptWarning::NARROWING_CONVERSION, p_call->function_name);
#endif
		}
	}
}
#ifdef DEBUG_ENABLED
void GDScriptAnalyzer::is_shadowing(GDScriptParser::IdentifierNode *p_local, const String &p_context) {