### 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
}
							}
						}
					}
					connecting_from = gn->get_name();
					connecting_index = j;
					connecting_out = false;
					connecting_type = gn->get_connection_input_type(j);
					connecting_color = gn->get_connection_input_color(j);
					connecting_target = false;
					connecting_to = pos;
					if (connecting_type >= 0) {
						connecting = true;
						just_disconnected = false;
						emit_signal(SNAME("connection_drag_started"), connecting_from, connecting_index, false);
					}
					return;
				}
			}
		}
	}
	Ref<InputEventMouseMotion> mm = p_ev;
	if (mm.is_valid() && connecting) {
		connecting_to = mm->get_position();
		connecting_target = false;
		top_layer->queue_redraw();
		minimap->queue_redraw();
		connecting_valid = just_disconnected || click_pos.distance_to(connecting_to / zoom) > 20.0;
		if (connecting_valid) {
			Vector2 mpos = mm->get_position() / zoom;