### 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)

itype.c_type_is_disposable_struct = false; 
	itype.c_ret_needs_default_initialization = true;
	builtin_types.insert(itype.cname, itype);
	
	itype = TypeInterface();
	itype.name = "RID";
	itype.cname = itype.name;
	itype.proxy_name = "RID";
	itype.cs_type = itype.proxy_name;
	itype.c_arg_in = "&%s";
	itype.c_type = itype.cs_type;
	itype.c_type_in = itype.c_type;
	itype.c_type_out = itype.c_type;
	builtin_types.insert(itype.cname, itype);
	
	itype = TypeInterface();
	itype.name = "Variant";
	itype.cname = itype.name;
	itype.proxy_name = "Variant";
	itype.cs_type = itype.proxy_name;
	itype.c_in = "%5%0 %1_in = (%0)%1.NativeVar;\n";
	itype.c_out = "%5return Variant.CreateTakingOwnershipOfDisposableValue(%1);\n";
	itype.c_arg_in = "&%s_in";
	itype.c_type = "godot_variant";
	itype.c_type_in = itype.cs_type;
	itype.c_type_out = itype.cs_type;
	itype.c_type_is_disposable_struct = false; 
	itype.c_ret_needs_default_initialization = true;
	builtin_types.insert(itype.cname, itype);