### Godot version

4.0-stable_mono_win64

### System information

Windows 11 22H2

### Issue description

> 
![Script](https://user-images.githubusercontent.com/43518523/224719220-9ab4a56c-2e9c-4c1b-bebe-d62eb23e372b.png)
![Bug](https://user-images.githubusercontent.com/43518523/224719256-34436394-6d89-4a2e-a588-f9f11ae06ea1.png)
Expected: The parameter type of OnChildEnteredTree (underlined) in the dialog is Node, not Object.

### Steps to reproduce

1. Write a public (signal listener) C# function with a Node parameter.
2. Build .NET project.
3. Try to connect some suitable signal (e.g. "child_entered_tree") to that function, and it won't appear in the Pick dialog if `Compatible Methods Only` is on.

### Minimal reproduction project

[SignalParamBug.zip](https://github.com/godotengine/godot/files/10958019/SignalParamBug.zip)

if (r_error) {
		*r_error = ERR_FILE_CANT_OPEN;
	}
	
	Ref<CSharpScript> scr;
	if (GDMonoCache::godot_api_cache_updated) {
		GDMonoCache::managed_callbacks.ScriptManagerBridge_GetOrCreateScriptBridgeForPath(&p_path, &scr);
	} else {
		scr = Ref<CSharpScript>(memnew(CSharpScript));
	}
#if defined(DEBUG_ENABLED) || defined(TOOLS_ENABLED)
	Error err = scr->load_source_code(p_path);
	ERR_FAIL_COND_V_MSG(err != OK, Ref<Resource>(), "Cannot load C# script file '" + p_path + "'.");
#endif
	scr->set_path(p_original_path);
	scr->reload();
	if (r_error) {
		*r_error = OK;
	}
	return scr;
}
void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {