### 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)

ERR_PRINT("Base type '" + itype.base_name.operator String() + "' does not exist, for class '" + itype.name + "'.");
			return ERR_INVALID_DATA;
		}
	}
	output.append("\n{");
	
	for (const ConstantInterface &iconstant : itype.constants) {
		if (iconstant.const_doc && iconstant.const_doc->description.size()) {
			String xml_summary = bbcode_to_xml(fix_doc_description(iconstant.const_doc->description), &itype);
			Vector<String> summary_lines = xml_summary.length() ? xml_summary.split("\n") : Vector<String>();
			if (summary_lines.size()) {
				output.append(MEMBER_BEGIN "/// <summary>\n");
				for (int i = 0; i < summary_lines.size(); i++) {
					output.append(INDENT1 "/// ");
					output.append(summary_lines[i]);
					output.append("\n");
				}
				output.append(INDENT1 "/// </summary>");
			}
		}
		output.append(MEMBER_BEGIN "public const long ");
		output.append(iconstant.proxy_name);
		output.append(" = ");
		output.append(itos(iconstant.value));
		output.append(";");
	}
	if (itype.constants.size()) {
		output.append("\n");
	}