### 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 (!valid) {
		return;
	}
	for (const EventSignalInfo &signal : get_script_event_signals()) {
		r_signals->push_back(signal.method_info);
	}
}
Vector<CSharpScript::EventSignalInfo> CSharpScript::get_script_event_signals() const {
	if (!valid) {
		return Vector<EventSignalInfo>();
	}
	return event_signals;
}
bool CSharpScript::inherits_script(const Ref<Script> &p_script) const {
	Ref<CSharpScript> cs = p_script;
	if (cs.is_null()) {
		return false;
	}
	if (!valid || !cs->valid) {
		return false;
	}
	if (!GDMonoCache::godot_api_cache_updated) {
		return false;
	}
	return GDMonoCache::managed_callbacks.ScriptManagerBridge_ScriptIsOrInherits(this, cs.ptr());
}
Ref<Script> CSharpScript::get_base_script() const {