### 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)

break;
					case Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS:
						push_error(vformat(R"(Too few arguments for %s constructor. Received %d but expected %d.)", Variant::get_type_name(builtin_type), p_call->arguments.size(), err.expected), p_call);
						break;
					case Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL:
					case Callable::CallError::CALL_ERROR_METHOD_NOT_CONST:
						break; 
					case Callable::CallError::CALL_OK:
						p_call->is_constant = true;
						p_call->reduced_value = value;
						break;
				}
			} else {
				
				
				if (p_call->arguments.size() == 1) {
					GDScriptParser::DataType arg_type = p_call->arguments[0]->get_datatype();
					if (arg_type.is_variant()) {
						mark_node_unsafe(p_call->arguments[0]);
					} else {
						if (arg_type.kind == GDScriptParser::DataType::BUILTIN && arg_type.builtin_type == builtin_type) {
							
							p_call->set_datatype(call_type);
							return;
						}
					}
				}
				List<MethodInfo> constructors;
				Variant::get_constructor_list(builtin_type, &constructors);
				bool match = false;