### 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 (itype.find_property_by_proxy_name(isignal.proxy_name) || itype.find_method_by_proxy_name(isignal.proxy_name)) {
				
				
				
				
				
				isignal.proxy_name += "Signal";
			}
			if (itype.class_doc) {
				for (int i = 0; i < itype.class_doc->signals.size(); i++) {
					const DocData::MethodDoc &signal_doc = itype.class_doc->signals[i];
					if (signal_doc.name == isignal.name) {
						isignal.method_doc = &signal_doc;
						break;
					}
				}
			}
			itype.signals_.push_back(isignal);
		}
		
		List<String> constants;
		ClassDB::get_integer_constant_list(type_cname, &constants, true);
		const HashMap<StringName, ClassDB::ClassInfo::EnumInfo> &enum_map = class_info->enum_map;
		for (const KeyValue<StringName, ClassDB::ClassInfo::EnumInfo> &E : enum_map) {
			StringName enum_proxy_cname = E.key;
			String enum_proxy_name = enum_proxy_cname.operator String();
			if (itype.find_property_by_proxy_name(enum_proxy_name) || itype.find_method_by_proxy_name(enum_proxy_name) || itype.find_signal_by_proxy_name(enum_proxy_name)) {