### 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)

CSharpLanguage::get_singleton()->release_script_gchandle_thread_safe(p_gchandle_to_free, gchandle);
		if (!p_is_finalizer) {
			
			
			r_remove_script_instance = true;
			
		} else if (!GDMono::get_singleton()->is_finalizing_scripts_domain()) {
			
			
			
			
			
			if (!_internal_new_managed()) {
				r_remove_script_instance = true;
			}
		}
	}
}
void CSharpInstance::connect_event_signals() {
	
	for (CSharpScript::EventSignalInfo &signal : script->get_script_event_signals()) {
		String signal_name = signal.name;
		
		EventSignalCallable *event_signal_callable = memnew(EventSignalCallable(owner, signal_name));
		Callable callable(event_signal_callable);
		connected_event_signals.push_back(callable);
		owner->connect(signal_name, callable);
	}
}
void CSharpInstance::disconnect_event_signals() {