### 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)

return !source.is_empty();
}
String CSharpScript::get_source_code() const {
	return source;
}
void CSharpScript::set_source_code(const String &p_code) {
	if (source == p_code) {
		return;
	}
	source = p_code;
#ifdef TOOLS_ENABLED
	source_changed_cache = true;
#endif
}
void CSharpScript::get_script_method_list(List<MethodInfo> *p_list) const {
	if (!valid) {
		return;
	}
	const CSharpScript *top = this;
	while (top != nullptr) {
		for (const CSharpMethodInfo &E : top->methods) {
			p_list->push_back(E.method_info);
		}
		top = top->base_script.ptr();
	}
}
bool CSharpScript::has_method(const StringName &p_method) const {