### 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)

parser->push_warning(member.variable, GDScriptWarning::GET_NODE_DEFAULT_WITHOUT_ONREADY, is_using_shorthand ? "$" : "get_node()");
						}
					}
				}
#endif
			} break;
			case GDScriptParser::ClassNode::Member::CONSTANT: {
				check_class_member_name_conflict(p_class, member.constant->identifier->name, member.constant);
				member.constant->set_datatype(resolving_datatype);
				resolve_constant(member.constant, false);
				
				for (GDScriptParser::AnnotationNode *&E : member.constant->annotations) {
					resolve_annotation(E);
					E->apply(parser, member.constant);
				}
			} break;
			case GDScriptParser::ClassNode::Member::SIGNAL: {
				check_class_member_name_conflict(p_class, member.signal->identifier->name, member.signal);
				member.signal->set_datatype(resolving_datatype);
				
				
				MethodInfo mi = MethodInfo(member.signal->identifier->name);
				for (int j = 0; j < member.signal->parameters.size(); j++) {
					GDScriptParser::ParameterNode *param = member.signal->parameters[j];
					GDScriptParser::DataType param_type = type_from_metatype(resolve_datatype(param->datatype_specifier));
					param->set_datatype(param_type);
					mi.arguments.push_back(PropertyInfo(param_type.builtin_type, param->identifier->name));
					
				}
				member.signal->set_datatype(make_signal_type(mi));