### 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
selected = true;
				t.append_array(l[current_layer]);
				l.insert(current_layer, t);
				HashSet<StringName> V;
				V.insert(E);
				_set_operations(GraphEdit::UNION, u, V);
			}
		}
		if (!selected) {
			current_layer++;
			uint32_t previous_size_z = z.size();
			_set_operations(GraphEdit::UNION, z, u);
			if (z.size() == previous_size_z) {
				WARN_PRINT("Graph contains cycle(s). The cycle(s) will not be rearranged accurately.");
				Vector<StringName> t;
				if (l.has(0)) {
					t.append_array(l[0]);
				}
				for (const StringName &E : p) {
					t.push_back(E);
				}
				l.insert(0, t);
				break;
			}
		}
		selected = false;
	}
	return l;
}
Vector<StringName> GraphEdit::_split(const Vector<StringName> &r_layer, const HashMap<StringName, Dictionary> &r_crossings) {