### 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)

xml_output.append("<see cref=\""
#ifdef REAL_T_IS_DOUBLE
								  "double"
#else
								  "float"
#endif
								  "\"/>");
			} else if (tag == "Variant") {
				xml_output.append("<see cref=\"Godot.Variant\"/>");
			} else if (tag == "String") {
				xml_output.append("<see cref=\"string\"/>");
			} else if (tag == "Nil") {
				xml_output.append("<see langword=\"null\"/>");
			} else if (tag.begins_with("@")) {
				
				xml_output.append("<c>");
				xml_output.append(tag);
				xml_output.append("</c>");
			} else if (tag == "PackedByteArray") {
				xml_output.append("<see cref=\"byte\"/>[]");
			} else if (tag == "PackedInt32Array") {
				xml_output.append("<see cref=\"int\"/>[]");
			} else if (tag == "PackedInt64Array") {
				xml_output.append("<see cref=\"long\"/>[]");
			} else if (tag == "PackedFloat32Array") {
				xml_output.append("<see cref=\"float\"/>[]");
			} else if (tag == "PackedFloat64Array") {
				xml_output.append("<see cref=\"double\"/>[]");
			} else if (tag == "PackedStringArray") {
				xml_output.append("<see cref=\"string\"/>[]");