### 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)

placeholders.erase(p_placeholder);
}
#endif
#ifdef TOOLS_ENABLED
void CSharpScript::_update_exports_values(HashMap<StringName, Variant> &values, List<PropertyInfo> &propnames) {
	for (const KeyValue<StringName, Variant> &E : exported_members_defval_cache) {
		values[E.key] = E.value;
	}
	for (const PropertyInfo &prop_info : exported_members_cache) {
		propnames.push_back(prop_info);
	}
	if (base_script.is_valid()) {
		base_script->_update_exports_values(values, propnames);
	}
}
#endif
void GD_CLR_STDCALL CSharpScript::_add_property_info_list_callback(CSharpScript *p_script, const String *p_current_class_name, void *p_props, int32_t p_count) {