### 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)

p_properties->push_back(PropertyInfo(Variant::STRING, CSharpLanguage::singleton->string_names._script_source, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
}
void CSharpScript::_bind_methods() {
	ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &CSharpScript::_new, MethodInfo("new"));
}
void CSharpScript::reload_registered_script(Ref<CSharpScript> p_script) {
	
	
	
	
	
	
	
	ERR_FAIL_COND(!p_script->reload_invalidated);
	p_script->valid = true;
	p_script->reload_invalidated = false;
	update_script_class_info(p_script);
	p_script->_update_exports();
#if TOOLS_ENABLED
	
	
	EditorFileSystem *efs = EditorFileSystem::get_singleton();
	if (efs) {
		efs->update_file(p_script->get_path());
	}
#endif
}
void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) {