### 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_prefix_length > 0) {
		for (ConstantInterface &iconstant : p_ienum.constants) {
			int curr_prefix_length = p_prefix_length;
			String constant_name = iconstant.name;
			Vector<String> parts = constant_name.split("_",  true);
			if (parts.size() <= curr_prefix_length) {
				continue;
			}
			if (is_digit(parts[curr_prefix_length][0])) {
				
				
				for (curr_prefix_length = curr_prefix_length - 1; curr_prefix_length > 0; curr_prefix_length--) {
					if (!is_digit(parts[curr_prefix_length][0])) {
						break;
					}
				}
			}
			constant_name = "";
			for (int i = curr_prefix_length; i < parts.size(); i++) {
				if (i > curr_prefix_length) {
					constant_name += "_";
				}
				constant_name += parts[i];
			}
			iconstant.proxy_name = snake_to_pascal_case(constant_name, true);
		}
	}
}
Error BindingsGenerator::_populate_method_icalls_table(const TypeInterface &p_itype) {