### 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
PackedStringArray warnings = Control::get_configuration_warnings();
	warnings.push_back(RTR("Please be aware that GraphEdit and GraphNode will undergo extensive refactoring in a future beta version involving compatibility-breaking API changes."));
	return warnings;
}
Error GraphEdit::connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port) {
	if (is_node_connected(p_from, p_from_port, p_to, p_to_port)) {
		return OK;
	}
	Connection c;
	c.from = p_from;
	c.from_port = p_from_port;
	c.to = p_to;
	c.to_port = p_to_port;
	c.activity = 0;
	connections.push_back(c);
	top_layer->queue_redraw();
	minimap->queue_redraw();
	queue_redraw();
	connections_layer->queue_redraw();
	return OK;
}
bool GraphEdit::is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port) {
	for (const Connection &E : connections) {
		if (E.from == p_from && E.from_port == p_from_port && E.to == p_to && E.to_port == p_to_port) {
			return true;
		}
	}
	return false;
}
void GraphEdit::disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port) {