### 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)

Variant arg = p_notification;
	const Variant *args[1] = { &arg };
	StringName method_name = SNAME("_notification");
	Callable::CallError call_error;
	Variant ret;
	GDMonoCache::managed_callbacks.CSharpInstanceBridge_Call(
			gchandle.get_intptr(), &method_name, args, 1, &call_error, &ret);
}
String CSharpInstance::to_string(bool *r_valid) {
	String res;
	bool valid;
	GDMonoCache::managed_callbacks.CSharpInstanceBridge_CallToString(
			gchandle.get_intptr(), &res, &valid);
	if (r_valid) {
		*r_valid = valid;
	}
	return res;
}
Ref<Script> CSharpInstance::get_script() const {