### 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)

Main::cleanup(true);
	::exit(0);
}
void BindingsGenerator::handle_cmdline_args(const List<String> &p_cmdline_args) {
	String glue_dir_path;
	const List<String>::Element *elem = p_cmdline_args.front();
	while (elem) {
		if (elem->get() == generate_all_glue_option) {
			const List<String>::Element *path_elem = elem->next();
			if (path_elem) {
				glue_dir_path = path_elem->get();
				elem = elem->next();
			} else {
				ERR_PRINT(generate_all_glue_option + ": No output directory specified (expected path to '{GODOT_ROOT}/modules/mono/glue').");
				
				cleanup_and_exit_godot();
			}
			break;
		}
		elem = elem->next();
	}
	if (glue_dir_path.length()) {
		handle_cmdline_options(glue_dir_path);
		
		cleanup_and_exit_godot();
	}
}
#endif