### Godot version

4.0.beta10.mono.official

### System information

Windows 11

### Issue description

After registering a C# Script with Autoload and trying to connect to a signal using the `Signal.connect` method (`Singleton.Signal.connect(xxx)`) fails with `Invalid get index 'Signal' (on base: 'Node (Singleton.cs)'). But with `Object.connect` it works.

### Steps to reproduce

- Create a C# class script with a Signal named `Signal` (could be any other).
- Register it with Autoload with the name `Singleton` (could be any other).
- Create a GDScript script and try to connect the Singleton's signal using `Singleton.Signal.connect(xxx)`
- When running the project it fails with `Invalid get index 'Sample' (on base: 'Node (Singleton.cs)').`

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/10414500/example.zip)

itype.c_in_vararg = "%5using godot_variant %1_in = VariantUtils.CreateFromFloat(%1);\n";
		builtin_types.insert(itype.cname, itype);
		
		itype = TypeInterface();
		itype.name = "double";
		itype.cname = itype.name;
		itype.proxy_name = "double";
		itype.cs_type = itype.proxy_name;
		itype.c_type = "double";
		itype.c_arg_in = "&%s";
		itype.c_type_in = itype.proxy_name;
		itype.c_type_out = itype.proxy_name;
		itype.c_in_vararg = "%5using godot_variant %1_in = VariantUtils.CreateFromFloat(%1);\n";
		builtin_types.insert(itype.cname, itype);
	}
	
	itype = TypeInterface();
	itype.name = "String";
	itype.cname = itype.name;
	itype.proxy_name = "string";
	itype.cs_type = itype.proxy_name;
	itype.c_in = "%5using %0 %1_in = " C_METHOD_MONOSTR_TO_GODOT "(%1);\n";
	itype.c_out = "%5return " C_METHOD_MONOSTR_FROM_GODOT "(%1);\n";
	itype.c_arg_in = "&%s_in";
	itype.c_type = "godot_string";
	itype.c_type_in = itype.cs_type;
	itype.c_type_out = itype.cs_type;
	itype.c_type_is_disposable_struct = true;
	itype.c_in_vararg = "%5using godot_variant %1_in = VariantUtils.CreateFromString(%1);\n";
	builtin_types.insert(itype.cname, itype);