### Godot version

4.0.dev (d0398f62f0)

### System information

Windows 10

### Issue description

`GraphNode` class declares members with conflicting names.  
- `selected` property: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/gui/graph_node.cpp#L1154
- `selected` signal: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/gui/graph_node.cpp#L1164

As now signals are truely members of the class, this leads to name colliding in several languages.  
- In GDScript, the signal can't be used as it is treated as a property:
![image](https://user-images.githubusercontent.com/48322356/210059248-edbbd142-5d34-41f0-a3f5-08d4f2e02fc3.png)
- In Kotlin, the generated API code cannot compile as signal and property declarations are conflicting:
```
e: ~\git\godot\modules\kotlin_jvm\kt\godot-library\src\main\kotlin\godot\gen\godot\GraphNode.kt: (53, 14): Conflicting declarations: public final val selected: Signal0, public final var selected: Boolean
e: ~\git\godot\modules\kotlin_jvm\kt\godot-library\src\main\kotlin\godot\gen\godot\GraphNode.kt: (182, 14): Conflicting declarations: public final val selected: Signal0, public final var selected: Boolean
```

### Steps to reproduce

Try to use `selected` signal from GDScript.

### Minimal reproduction project

N/A
Vector2 map_position = Vector2(0, 0);
	Vector2 render_size = _get_render_size();
	map_position.x = p_position.x * render_size.x / graph_proportions.x;
	map_position.y = p_position.y * render_size.y / graph_proportions.y;
	return map_position;
}
Vector2 GraphEditMinimap::_convert_to_graph_position(const Vector2 &p_position) {
	Vector2 graph_position = Vector2(0, 0);
	Vector2 render_size = _get_render_size();
	graph_position.x = p_position.x * graph_proportions.x / render_size.x;
	graph_position.y = p_position.y * graph_proportions.y / render_size.y;
	return graph_position;
}
void GraphEditMinimap::gui_input(const Ref<InputEvent> &p_ev) {
	ERR_FAIL_COND(p_ev.is_null());
	if (!ge->is_minimap_enabled()) {
		return;
	}
	Ref<InputEventMouseButton> mb = p_ev;
	Ref<InputEventMouseMotion> mm = p_ev;
	if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
		if (mb->is_pressed()) {
			is_pressing = true;
			Ref<Texture2D> resizer = get_theme_icon(SNAME("resizer"));
			Rect2 resizer_hitbox = Rect2(Point2(), resizer->get_size());
			if (resizer_hitbox.has_point(mb->get_position())) {