### 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)

const StringName search_cname = !p_target_itype ? p_target_cname : StringName(p_target_itype->name + "." + (String)p_target_cname);
	HashMap<StringName, TypeInterface>::ConstIterator enum_match = enum_types.find(search_cname);
	if (!enum_match && search_cname != p_target_cname) {
		enum_match = enum_types.find(p_target_cname);
	}
	if (enum_match) {
		const TypeInterface &target_enum_itype = enum_match->value;
		p_xml_output.append("<see cref=\"" BINDINGS_NAMESPACE ".");
		p_xml_output.append(target_enum_itype.proxy_name); 
		p_xml_output.append("\"/>");
	} else {
		ERR_PRINT("Cannot resolve enum reference in documentation: '" + p_link_target + "'.");
		_append_xml_undeclared(p_xml_output, p_link_target);
	}
}
void BindingsGenerator::_append_xml_constant(StringBuilder &p_xml_output, const TypeInterface *p_target_itype, const StringName &p_target_cname, const String &p_link_target, const Vector<String> &p_link_target_parts) {