### 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)

initialized = false;
	EditorHelp::generate_doc();
	enum_types.clear();
	_initialize_blacklisted_methods();
	bool obj_type_ok = _populate_object_type_interfaces();
	ERR_FAIL_COND_MSG(!obj_type_ok, "Failed to generate object type interfaces");
	_populate_builtin_type_interfaces();
	_populate_global_constants();
	
	for (const KeyValue<StringName, TypeInterface> &E : obj_types) {
		const TypeInterface &itype = E.value;
		Error err = _populate_method_icalls_table(itype);
		ERR_FAIL_COND_MSG(err != OK, "Failed to generate icalls table for type: " + itype.name);
	}
	initialized = true;
}
static String generate_all_glue_option = "--generate-mono-glue";
static void handle_cmdline_options(String glue_dir_path) {
	BindingsGenerator bindings_generator;
	bindings_generator.set_log_print_enabled(true);
	if (!bindings_generator.is_initialized()) {
		ERR_PRINT("Failed to initialize the bindings generator");
		return;
	}
	CRASH_COND(glue_dir_path.is_empty());
	if (bindings_generator.generate_cs_api(glue_dir_path.path_join(API_SOLUTION_NAME)) != OK) {
		ERR_PRINT(generate_all_glue_option + ": Failed to generate the C# API.");
	}
}
static void cleanup_and_exit_godot() {