### 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)

INSERT_ARRAY(PackedColorArray, godot_packed_color_array, Color);
	INSERT_ARRAY(PackedVector2Array, godot_packed_vector2_array, Vector2);
	INSERT_ARRAY(PackedVector3Array, godot_packed_vector3_array, Vector3);
#undef INSERT_ARRAY
	
	itype = TypeInterface();
	itype.name = "Array";
	itype.cname = itype.name;
	itype.proxy_name = itype.name;
	itype.type_parameter_count = 1;
	itype.cs_type = BINDINGS_NAMESPACE_COLLECTIONS "." + itype.proxy_name;
	itype.cs_in_expr = "(%1)(%0 ?? new()).NativeValue";
	itype.c_out = "%5return %0.CreateTakingOwnershipOfDisposableValue(%1);\n";
	itype.c_arg_in = "&%s";
	itype.c_type = "godot_array";
	itype.c_type_in = itype.c_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);
	
	
	itype.name = "Array_@generic";
	itype.cname = itype.name;
	itype.cs_out = "%5return new %2(%0(%1));";
	
	itype.cs_variant_to_managed = "VariantUtils.ConvertToArray(%0)";
	itype.cs_managed_to_variant = "VariantUtils.CreateFromArray(%0)";
	builtin_types.insert(itype.cname, itype);