### 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)

}
		p_output.append(MEMBER_BEGIN);
		p_output.append(p_imethod.is_internal ? "internal " : "public ");
		if (p_itype.is_singleton || p_imethod.is_static) {
			p_output.append("static ");
		} else if (p_imethod.is_virtual) {
			p_output.append("virtual ");
		}
		if (cs_in_expr_is_unsafe) {
			p_output.append("unsafe ");
		}
		String return_cs_type = return_type->cs_type + _get_generic_type_parameters(*return_type, p_imethod.return_type.generic_type_parameters);
		p_output.append(return_cs_type + " ");
		p_output.append(p_imethod.proxy_name + "(");
		p_output.append(arguments_sig + ")\n" OPEN_BLOCK_L1);
		if (p_imethod.is_virtual) {
			
			if (return_type->cname == name_cache.type_void) {
				p_output.append(CLOSE_BLOCK_L1);
			} else {
				p_output.append(INDENT2 "return default;\n" CLOSE_BLOCK_L1);
			}
			return OK; 
		}
		if (p_imethod.requires_object_call) {
			
			p_output.append(INDENT2 CS_METHOD_CALL "(\"");
			p_output.append(p_imethod.name);
			p_output.append("\"");
			for (const ArgumentInterface &iarg : p_imethod.arguments) {