### 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)

const ConstantInterface *target_iconst = find_constant_by_name(p_target_cname, global_constants);
	if (target_iconst) {
		
		p_xml_output.append("<see cref=\"" BINDINGS_NAMESPACE "." BINDINGS_GLOBAL_SCOPE_CLASS ".");
		p_xml_output.append(target_iconst->proxy_name);
		p_xml_output.append("\"/>");
	} else {
		
		const EnumInterface *target_ienum = nullptr;
		for (const EnumInterface &ienum : global_enums) {
			target_ienum = &ienum;
			target_iconst = find_constant_by_name(p_target_cname, target_ienum->constants);
			if (target_iconst) {
				break;
			}
		}
		if (target_iconst) {
			p_xml_output.append("<see cref=\"" BINDINGS_NAMESPACE ".");
			p_xml_output.append(target_ienum->cname);
			p_xml_output.append(".");
			p_xml_output.append(target_iconst->proxy_name);
			p_xml_output.append("\"/>");
		} else {
			ERR_PRINT("Cannot resolve global constant reference in documentation: '" + p_link_target + "'.");
			_append_xml_undeclared(p_xml_output, p_link_target);
		}
	}
}
void BindingsGenerator::_append_xml_undeclared(StringBuilder &p_xml_output, const String &p_link_target) {