### Godot version

v4.0.beta17.official [c40020513]

### System information

Apple M1 Max - macOS Ventura 13.1 (22C65)

### Issue description

I am getting an error due to functions no longer returning the correct typed array, when the function concatenates arrays and returns it.

In other words, the following fails:

```
func add_arrays() -> Array[ClassA]:
	var array_1: Array[ClassA] = []
	var array_2: Array[ClassA] = []
	return array_1 + array_2
```

<img width="864" alt="Screenshot 2023-02-02 at 1 02 53 PM" src="https://user-images.githubusercontent.com/905216/216320503-475bf4a1-353e-455c-87d5-69d036db706c.png">

I'm assuming when concatenating, the typing changes to a generic `Array` now? Just a guess. 

### Steps to reproduce

N/A

### Minimal reproduction project

[Godot Crash Project.zip](https://github.com/godotengine/godot/files/10568780/Godot.Crash.Project.zip)

#else
				push_error(vformat(R"(Cannot find constant "%s" on base "%s".)", name, base.to_string()), p_identifier);
#endif 
			}
		} else {
			switch (base.builtin_type) {
				case Variant::NIL: {
					if (base.is_hard_type()) {
						push_error(vformat(R"(Invalid get index "%s" on base Nil)", name), p_identifier);
					}
					return;
				}
				case Variant::DICTIONARY: {
					GDScriptParser::DataType dummy;
					dummy.kind = GDScriptParser::DataType::VARIANT;
					p_identifier->set_datatype(dummy);
					return;
				}
				default: {
					Callable::CallError temp;
					Variant dummy;
					Variant::construct(base.builtin_type, dummy, nullptr, 0, temp);
					List<PropertyInfo> properties;
					dummy.get_property_list(&properties);
					for (const PropertyInfo &prop : properties) {
						if (prop.name == name) {
							p_identifier->set_datatype(type_from_property(prop));
							return;
						}
					}