### Godot version

d01ac9c73

### System information

ArchLinux x11

### Issue description

Signal with unbinds[^1] fails to emit in exported project.

[^1]: ![image](https://user-images.githubusercontent.com/70787919/215381688-1df57b26-2ed5-4473-a9dd-54d9c2228567.png)


### Steps to reproduce

- open mrp
- run in editor
- `it worked!` is printed
- export project
- run executable
-  
```c++
ERROR: Error calling from signal 'sig' to callable: 'Node::_on_sig': Method expected 0 arguments, but called with 1.
   at: emit_signalp (core/object/object.cpp:1058)
```

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/10531944/bug.zip)

if (ccb) {
					binds = ccb->get_binds();
					base_callable = ccb->get_callable();
				}
				CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom());
				if (ccu) {
					unbinds = ccu->get_unbinds();
					base_callable = ccu->get_callable();
				}
			} else {
				base_callable = c.callable;
			}
			
			Node *common_parent = target->find_common_parent_with(p_node);
			ERR_CONTINUE(!common_parent);
			if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) {
				common_parent = common_parent->get_owner();
			}
			bool exists = false;
			
			while (common_parent) {
				Ref<SceneState> ps;
				if (common_parent == p_owner) {
					ps = common_parent->get_scene_inherited_state();
				} else {
					ps = common_parent->get_scene_instance_state();
				}
				if (ps.is_valid()) {
					NodePath signal_from = common_parent->get_path_to(p_node);
					NodePath signal_to = common_parent->get_path_to(target);