### 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)

itype.cs_type = "params Variant[]";
	itype.cs_in_expr = "%0 ?? Array.Empty<Variant>()";
	
	
	itype.c_arg_in = "&%s_in";
	itype.c_type_in = "Variant[]";
	builtin_types.insert(itype.cname, itype);
#define INSERT_ARRAY_FULL(m_name, m_type, m_managed_type, m_proxy_t)                \
	{                                                                               \
		itype = TypeInterface();                                                    \
		itype.name = #m_name;                                                       \
		itype.cname = itype.name;                                                   \
		itype.proxy_name = #m_proxy_t "[]";                                         \
		itype.cs_type = itype.proxy_name;                                           \
		itype.c_in = "%5using %0 %1_in = " C_METHOD_MONOARRAY_TO(m_type) "(%1);\n"; \
		itype.c_out = "%5return " C_METHOD_MONOARRAY_FROM(m_type) "(%1);\n";        \
		itype.c_arg_in = "&%s_in";                                                  \
		itype.c_type = #m_managed_type;                                             \
		itype.c_type_in = itype.proxy_name;                                         \
		itype.c_type_out = itype.proxy_name;                                        \
		itype.c_type_is_disposable_struct = true;                                   \
		builtin_types.insert(itype.name, itype);                                    \
	}
#define INSERT_ARRAY(m_type, m_managed_type, m_proxy_t) INSERT_ARRAY_FULL(m_type, m_type, m_managed_type, m_proxy_t)
	INSERT_ARRAY(PackedInt32Array, godot_packed_int32_array, int);
	INSERT_ARRAY(PackedInt64Array, godot_packed_int64_array, long);
	INSERT_ARRAY_FULL(PackedByteArray, PackedByteArray, godot_packed_byte_array, byte);
	INSERT_ARRAY(PackedFloat32Array, godot_packed_float32_array, float);
	INSERT_ARRAY(PackedFloat64Array, godot_packed_float64_array, double);
	INSERT_ARRAY(PackedStringArray, godot_packed_string_array, string);