### 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)

}
		
		List<MethodInfo> virtual_method_list;
		ClassDB::get_virtual_methods(type_cname, &virtual_method_list, true);
		List<MethodInfo> method_list;
		ClassDB::get_method_list(type_cname, &method_list, true);
		method_list.sort();
		for (const MethodInfo &method_info : method_list) {
			int argc = method_info.arguments.size();
			if (method_info.name.is_empty()) {
				continue;
			}
			String cname = method_info.name;
			if (blacklisted_methods.find(itype.cname) && blacklisted_methods[itype.cname].find(cname)) {
				continue;
			}
			if (method_has_ptr_parameter(method_info)) {
				
				continue;
			}
			MethodInterface imethod;
			imethod.name = method_info.name;
			imethod.cname = cname;
			if (method_info.flags & METHOD_FLAG_STATIC) {
				imethod.is_static = true;
			}
			if (method_info.flags & METHOD_FLAG_VIRTUAL) {
				imethod.is_virtual = true;
				itype.has_virtual_methods = true;
			}