### 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)

_clear();
#ifdef DEBUG_ENABLED
	{
		MutexLock lock(CSharpLanguage::get_singleton()->script_instances_mutex);
		CSharpLanguage::get_singleton()->script_list.add(&this->script_list);
	}
#endif
}
CSharpScript::~CSharpScript() {
#ifdef DEBUG_ENABLED
	MutexLock lock(CSharpLanguage::get_singleton()->script_instances_mutex);
	CSharpLanguage::get_singleton()->script_list.remove(&this->script_list);
#endif
	if (GDMonoCache::godot_api_cache_updated) {
		GDMonoCache::managed_callbacks.ScriptManagerBridge_RemoveScriptBridge(this);
	}
}
void CSharpScript::get_members(HashSet<StringName> *p_members) {
#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
	if (p_members) {
		for (const StringName &member_name : exported_members_names) {
			p_members->insert(member_name);
		}
	}
#endif
}
Ref<Resource> ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {