### Godot version

4.0.dev (d0398f62f0)

### System information

Windows 10

### Issue description

`GraphNode` class declares members with conflicting names.  
- `selected` property: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/gui/graph_node.cpp#L1154
- `selected` signal: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/gui/graph_node.cpp#L1164

As now signals are truely members of the class, this leads to name colliding in several languages.  
- In GDScript, the signal can't be used as it is treated as a property:
![image](https://user-images.githubusercontent.com/48322356/210059248-edbbd142-5d34-41f0-a3f5-08d4f2e02fc3.png)
- In Kotlin, the generated API code cannot compile as signal and property declarations are conflicting:
```
e: ~\git\godot\modules\kotlin_jvm\kt\godot-library\src\main\kotlin\godot\gen\godot\GraphNode.kt: (53, 14): Conflicting declarations: public final val selected: Signal0, public final var selected: Boolean
e: ~\git\godot\modules\kotlin_jvm\kt\godot-library\src\main\kotlin\godot\gen\godot\GraphNode.kt: (182, 14): Conflicting declarations: public final val selected: Signal0, public final var selected: Boolean
```

### Steps to reproduce

Try to use `selected` signal from GDScript.

### Minimal reproduction project

N/A
if (language != p_language) {
		language = p_language;
		_shape();
		queue_redraw();
	}
}
String GraphNode::get_language() const {
	return language;
}
void GraphNode::set_position_offset(const Vector2 &p_offset) {
	if (position_offset == p_offset) {
		return;
	}
	position_offset = p_offset;
	emit_signal(SNAME("position_offset_changed"));
	queue_redraw();
}
Vector2 GraphNode::get_position_offset() const {
	return position_offset;
}
void GraphNode::set_selected(bool p_selected) {
	if (!is_selectable() || selected == p_selected) {
		return;
	}
	selected = p_selected;
	emit_signal(p_selected ? SNAME("selected") : SNAME("deselected"));
	queue_redraw();
}
bool GraphNode::is_selected() {