### 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)

} else if (tag == "PackedVector2Array") {
				xml_output.append("<see cref=\"" BINDINGS_NAMESPACE ".Vector2\"/>[]");
			} else if (tag == "PackedVector3Array") {
				xml_output.append("<see cref=\"" BINDINGS_NAMESPACE ".Vector3\"/>[]");
			} else if (tag == "PackedColorArray") {
				xml_output.append("<see cref=\"" BINDINGS_NAMESPACE ".Color\"/>[]");
			} else {
				const TypeInterface *target_itype = _get_type_or_null(TypeReference(tag));
				if (!target_itype) {
					target_itype = _get_type_or_null(TypeReference("_" + tag));
				}
				if (target_itype) {
					xml_output.append("<see cref=\"" BINDINGS_NAMESPACE ".");
					xml_output.append(target_itype->proxy_name);
					xml_output.append("\"/>");
				} else {
					ERR_PRINT("Cannot resolve type reference in documentation: '" + tag + "'.");
					xml_output.append("<c>");
					xml_output.append(tag);
					xml_output.append("</c>");
				}
			}
			pos = brk_end + 1;
		} else if (tag == "b") {
			xml_output.append("<b>");
			pos = brk_end + 1;
			tag_stack.push_front(tag);
		} else if (tag == "i") {
			xml_output.append("<i>");
			pos = brk_end + 1;