### 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 script;
}
ScriptLanguage *CSharpInstance::get_language() {
	return CSharpLanguage::get_singleton();
}
CSharpInstance::CSharpInstance(const Ref<CSharpScript> &p_script) :
		script(p_script) {
}
CSharpInstance::~CSharpInstance() {
	destructing_script_instance = true;
	
	disconnect_event_signals();
	if (!gchandle.is_released()) {
		if (!predelete_notified && !ref_dying) {
			
			
			
			
			
			GDMonoCache::managed_callbacks.CSharpInstanceBridge_CallDispose(
					gchandle.get_intptr(),  true);
		}
		gchandle.release(); 
	}
	
	if (base_ref_counted && !ref_dying && owner && unsafe_referenced) {
		
		
		RefCounted *rc_owner = static_cast<RefCounted *>(owner);