### 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)

builtin_types.insert(itype.cname, itype);                                              \
	}
		
		INSERT_INT_TYPE("sbyte", "Int8");
		INSERT_INT_TYPE("short", "Int16");
		INSERT_INT_TYPE("int", "Int32");
		INSERT_INT_TYPE("long", "Int64");
		INSERT_INT_TYPE("byte", "UInt8");
		INSERT_INT_TYPE("ushort", "UInt16");
		INSERT_INT_TYPE("uint", "UInt32");
		INSERT_INT_TYPE("ulong", "UInt64");
#undef INSERT_INT_TYPE
	}
	
	{
		
		itype = TypeInterface();
		itype.name = "float";
		itype.cname = itype.name;
		itype.proxy_name = "float";
		itype.cs_type = itype.proxy_name;
		{
			
			itype.c_in = "%5%0 %1_in = %1;\n";
			itype.c_out = "%5return (%0)%1;\n";
			itype.c_type = "double";
			itype.c_arg_in = "&%s_in";
		}
		itype.c_type_in = itype.proxy_name;
		itype.c_type_out = itype.proxy_name;