### Godot version

4.0.dev (d0398f62f0)

### System information

Windows 10

### Issue description

`GraphNode` class declares members with conflicting names.  
- `selected` property: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/gui/graph_node.cpp#L1154
- `selected` signal: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/gui/graph_node.cpp#L1164

As now signals are truely members of the class, this leads to name colliding in several languages.  
- In GDScript, the signal can't be used as it is treated as a property:
![image](https://user-images.githubusercontent.com/48322356/210059248-edbbd142-5d34-41f0-a3f5-08d4f2e02fc3.png)
- In Kotlin, the generated API code cannot compile as signal and property declarations are conflicting:
```
e: ~\git\godot\modules\kotlin_jvm\kt\godot-library\src\main\kotlin\godot\gen\godot\GraphNode.kt: (53, 14): Conflicting declarations: public final val selected: Signal0, public final var selected: Boolean
e: ~\git\godot\modules\kotlin_jvm\kt\godot-library\src\main\kotlin\godot\gen\godot\GraphNode.kt: (182, 14): Conflicting declarations: public final val selected: Signal0, public final var selected: Boolean
```

### Steps to reproduce

Try to use `selected` signal from GDScript.

### Minimal reproduction project

N/A
Vector<Vector2> ret;
	if (GDVIRTUAL_CALL(_get_connection_line, p_from, p_to, ret)) {
		return ret;
	}
	float x_diff = (p_to.x - p_from.x);
	float cp_offset = x_diff * lines_curvature;
	if (x_diff < 0) {
		cp_offset *= -1;
	}
	Curve2D curve;
	curve.add_point(p_from);
	curve.set_point_out(0, Vector2(cp_offset, 0));
	curve.add_point(p_to);
	curve.set_point_in(1, Vector2(-cp_offset, 0));
	if (lines_curvature > 0) {
		return curve.tessellate(5, 2.0);
	} else {
		return curve.tessellate(1);
	}
}
void GraphEdit::_draw_connection_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color, float p_width, float p_zoom) {