### 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)

ERR_FAIL_NULL(gdmono);
	if (!gdmono->is_runtime_initialized()) {
		return;
	}
	if (!Engine::get_singleton()->is_editor_hint()) {
		
		
		return;
	}
	
	
	
	print_verbose(".NET: Reloading assemblies...");
	
	List<Ref<CSharpScript>> scripts;
	{
		MutexLock lock(script_instances_mutex);
		for (SelfList<CSharpScript> *elem = script_list.first(); elem; elem = elem->next()) {
			
			scripts.push_back(Ref<CSharpScript>(elem->self()));
		}
	}
	scripts.sort_custom<CSharpScriptDepSort>(); 
	
	{
		MutexLock lock(ManagedCallable::instances_mutex);
		for (SelfList<ManagedCallable> *elem = ManagedCallable::instances.first(); elem; elem = elem->next()) {
			ManagedCallable *managed_callable = elem->self();
			ERR_CONTINUE(managed_callable->delegate_handle.value == nullptr);