### 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
} break;
		case NOTIFICATION_DRAW: {
			draw_style_box(get_theme_stylebox(SNAME("bg")), Rect2(Point2(), get_size()));
			if (is_using_snap()) {
				
				int snap = get_snap();
				Vector2 offset = get_scroll_ofs() / zoom;
				Size2 size = get_size() / zoom;
				Point2i from = (offset / float(snap)).floor();
				Point2i len = (size / float(snap)).floor() + Vector2(1, 1);
				Color grid_minor = get_theme_color(SNAME("grid_minor"));
				Color grid_major = get_theme_color(SNAME("grid_major"));
				for (int i = from.x; i < from.x + len.x; i++) {
					Color color;
					if (ABS(i) % 10 == 0) {
						color = grid_major;
					} else {
						color = grid_minor;
					}
					float base_ofs = i * snap * zoom - offset.x * zoom;
					draw_line(Vector2(base_ofs, 0), Vector2(base_ofs, get_size().height), color);
				}
				for (int i = from.y; i < from.y + len.y; i++) {
					Color color;
					if (ABS(i) % 10 == 0) {
						color = grid_major;
					} else {
						color = grid_minor;
					}
					float base_ofs = i * snap * zoom - offset.y * zoom;