### 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)

}
	includes_props_content.append("  </ItemGroup>\n"
								  "</Project>\n");
	String includes_props_file = path::join(base_gen_dir, "GeneratedIncludes.props");
	err = _save_file(includes_props_file, includes_props_content);
	if (err != OK) {
		return err;
	}
	return OK;
}
Error BindingsGenerator::generate_cs_editor_project(const String &p_proj_dir) {
	ERR_FAIL_COND_V(!initialized, ERR_UNCONFIGURED);
	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
	ERR_FAIL_COND_V(da.is_null(), ERR_CANT_CREATE);
	if (!DirAccess::exists(p_proj_dir)) {
		Error err = da->make_dir_recursive(p_proj_dir);
		ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
	}
	da->change_dir(p_proj_dir);
	da->make_dir("Generated");
	da->make_dir("Generated/GodotObjects");
	String base_gen_dir = path::join(p_proj_dir, "Generated");
	String godot_objects_gen_dir = path::join(base_gen_dir, "GodotObjects");
	Vector<String> compile_items;
	for (const KeyValue<StringName, TypeInterface> &E : obj_types) {
		const TypeInterface &itype = E.value;
		if (itype.api_type != ClassDB::API_EDITOR) {
			continue;
		}
		String output_file = path::join(godot_objects_gen_dir, itype.proxy_name + ".cs");