### 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)

p_output.append(INDENT1 "/// <param name=\"instance\">The " #m_type " array to convert.</param>\n"); \
	p_output.append(INDENT1 "/// <returns>A single string with all items.</returns>\n");                 \
	p_output.append(INDENT1 "public static string Stringify(this " #m_type "[] instance)\n");            \
	p_output.append(OPEN_BLOCK_L1);                                                                      \
	p_output.append(INDENT2 "return \"[\" + instance.Join() + \"]\";\n");                                \
	p_output.append(INDENT1 CLOSE_BLOCK);
#define ARRAY_ALL(m_type)  \
	ARRAY_IS_EMPTY(m_type) \
	ARRAY_JOIN(m_type)     \
	ARRAY_STRINGIFY(m_type)
	ARRAY_ALL(byte);
	ARRAY_ALL(int);
	ARRAY_ALL(long);
	ARRAY_ALL(float);
	ARRAY_ALL(double);
	ARRAY_ALL(string);
	ARRAY_ALL(Color);
	ARRAY_ALL(Vector2);
	ARRAY_ALL(Vector2i);
	ARRAY_ALL(Vector3);
	ARRAY_ALL(Vector3i);
	ARRAY_ALL(Vector4);
	ARRAY_ALL(Vector4i);
#undef ARRAY_ALL
#undef ARRAY_IS_EMPTY
#undef ARRAY_JOIN
#undef ARRAY_STRINGIFY
	p_output.append(CLOSE_BLOCK); 
}
void BindingsGenerator::_generate_global_constants(StringBuilder &p_output) {