### 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)

if (!reload_invalidated) {
		return OK;
	}
	
	
	reload_invalidated = false;
	String script_path = get_path();
	valid = GDMonoCache::managed_callbacks.ScriptManagerBridge_AddScriptBridge(this, &script_path);
	if (valid) {
#ifdef DEBUG_ENABLED
		print_verbose("Found class for script " + get_path());
#endif
		update_script_class_info(this);
		_update_exports();
#if TOOLS_ENABLED
		
		
		EditorFileSystem *efs = EditorFileSystem::get_singleton();
		if (efs) {
			efs->update_file(script_path);
		}
#endif
	}
	return OK;
}
ScriptLanguage *CSharpScript::get_language() const {