### 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)

hardcoded_enums.push_back("Vector2.Axis");
	hardcoded_enums.push_back("Vector2i.Axis");
	hardcoded_enums.push_back("Vector3.Axis");
	hardcoded_enums.push_back("Vector3i.Axis");
	for (const StringName &enum_cname : hardcoded_enums) {
		
		
		TypeInterface enum_itype;
		enum_itype.is_enum = true;
		enum_itype.name = enum_cname.operator String();
		enum_itype.cname = enum_cname;
		enum_itype.proxy_name = enum_itype.name;
		TypeInterface::postsetup_enum_type(enum_itype);
		enum_types.insert(enum_itype.cname, enum_itype);
	}
}
void BindingsGenerator::_initialize_blacklisted_methods() {
	blacklisted_methods["Object"].push_back("to_string"); 
	blacklisted_methods["Object"].push_back("_to_string"); 
	blacklisted_methods["Object"].push_back("_init"); 
}
void BindingsGenerator::_log(const char *p_format, ...) {
	if (log_print_enabled) {
		va_list list;
		va_start(list, p_format);
		OS::get_singleton()->print("%s", str_format(p_format, list).utf8().get_data());
		va_end(list);
	}
}
void BindingsGenerator::_initialize() {