### 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_COND_MSG(!parser->valid_annotations.has(p_annotation->name), vformat(R"(Annotation "%s" not found to validate.)", p_annotation->name));
	if (p_annotation->is_resolved) {
		return;
	}
	p_annotation->is_resolved = true;
	const MethodInfo &annotation_info = parser->valid_annotations[p_annotation->name].info;
	const List<PropertyInfo>::Element *E = annotation_info.arguments.front();
	for (int i = 0; i < p_annotation->arguments.size(); i++) {
		GDScriptParser::ExpressionNode *argument = p_annotation->arguments[i];
		const PropertyInfo &argument_info = E->get();
		if (E->next() != nullptr) {
			E = E->next();
		}
		reduce_expression(argument);
		if (!argument->is_constant) {