### 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)

if (p_type == Variant::INT) {
		return _get_int_type_name_from_meta(p_meta);
	} else if (p_type == Variant::FLOAT) {
		return _get_float_type_name_from_meta(p_meta);
	} else {
		return Variant::get_type_name(p_type);
	}
}
StringName BindingsGenerator::_get_int_type_name_from_meta(GodotTypeInfo::Metadata p_meta) {
	switch (p_meta) {
		case GodotTypeInfo::METADATA_INT_IS_INT8:
			return "sbyte";
			break;
		case GodotTypeInfo::METADATA_INT_IS_INT16:
			return "short";
			break;
		case GodotTypeInfo::METADATA_INT_IS_INT32:
			return "int";
			break;
		case GodotTypeInfo::METADATA_INT_IS_INT64:
			return "long";
			break;
		case GodotTypeInfo::METADATA_INT_IS_UINT8: