### 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)

#ifdef DEBUG_ENABLED
	MutexLock lock(unsafe_object_references_lock);
	ObjectID id = p_obj->get_instance_id();
	unsafe_object_references[id]++;
#endif
}
void CSharpLanguage::pre_unsafe_unreference(Object *p_obj) {
#ifdef DEBUG_ENABLED
	MutexLock lock(unsafe_object_references_lock);
	ObjectID id = p_obj->get_instance_id();
	HashMap<ObjectID, int>::Iterator elem = unsafe_object_references.find(id);
	ERR_FAIL_NULL(elem);
	if (--elem->value == 0) {
		unsafe_object_references.remove(elem);
	}
#endif
}
void CSharpLanguage::frame() {