### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

v4.1.1.stable.official [bd6af8e0e]

### Issue description

In-script documentation (`##`) for `signal` members is not appearing in the _Node_ tab as expected.  Other documentation appears to work correctly in the _Inspector_ tab.

Working example (exported variable):
![GodotDocumentationWorking](https://github.com/godotengine/godot/assets/13528480/ab9b19d4-c9f7-4658-8379-f2c2699310b8)

Non-working example (`signal`)
![GodotDocumentationNotWorking](https://github.com/godotengine/godot/assets/13528480/06824f6a-b135-4454-a06e-7c6feb34060b)

I have tried deselecting and reselecting the associated Node, changing between the tabs on the left pane, changing active scripts and even restarting Godot - nothing makes it work.  According to the [GScript Documentation on Documentation Comments](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_documentation_comments.html), this **should** work, right?  Or is there something completely obvious that I am missing?


### Steps to reproduce

1. In Godot, create a new Node of type `Node`
2. Attach a new script to this Node, accepting all current defaults
3. In the script editor create a `signal` called `Foo` and right above it, create a `##` comment for it
4. Also create an `@export`ed integer variable called `Bar` and also create a `##` comment for it
5. Unselect and reselect the Node in the _Scene_ tab to refresh the _Inspector_ and _Node_ tabs
6. Hover over the variable in the _Inspector_ tab and see that the added description is shown correctly
7. Hover over the signal in the _Node_ tab and see that the added description is **not** shown and "_No description._" is shown instead

This is an example of the script that could be added:
```
## This is signal foo!
signal Foo

## This is exported signal bar!
@export var Bar : int = 0
```

### Minimal reproduction project

N/A
filter_nodes = memnew(LineEdit);
	hbc_filter->add_child(filter_nodes);
	filter_nodes->set_h_size_flags(Control::SIZE_FILL | Control::SIZE_EXPAND);
	filter_nodes->set_placeholder(TTR("Filter Nodes"));
	filter_nodes->set_clear_button_enabled(true);
	filter_nodes->connect("text_changed", callable_mp(tree, &SceneTreeEditor::set_filter));
	Button *focus_current = memnew(Button);
	hbc_filter->add_child(focus_current);
	focus_current->set_text(TTR("Go to Source"));
	focus_current->connect("pressed", callable_mp(this, &ConnectDialog::_focus_currently_connected));
	Node *mc = vbc_left->add_margin_child(TTR("Connect to Script:"), hbc_filter, false);
	connect_to_label = Object::cast_to<Label>(vbc_left->get_child(mc->get_index() - 1));
	vbc_left->add_child(tree);
	error_label = memnew(Label);
	error_label->set_text(TTR("Scene does not contain any script."));
	vbc_left->add_child(error_label);
	error_label->hide();
	method_popup = memnew(AcceptDialog);
	method_popup->set_title(TTR("Select Method"));
	method_popup->set_min_size(Vector2(400, 600) * EDSCALE);
	add_child(method_popup);
	VBoxContainer *method_vbc = memnew(VBoxContainer);
	method_popup->add_child(method_vbc);
	method_search = memnew(LineEdit);
	method_vbc->add_child(method_search);
	method_search->set_placeholder(TTR("Filter Methods"));
	method_search->set_clear_button_enabled(true);
	method_search->connect("text_changed", callable_mp(this, &ConnectDialog::_update_method_tree).unbind(1));
	method_tree = memnew(Tree);
	method_vbc->add_child(method_tree);