### 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 (gdmono && gdmono->is_runtime_initialized() && GDMonoCache::godot_api_cache_updated) {
		GDMonoCache::managed_callbacks.ScriptManagerBridge_FrameCallback();
	}
}
struct CSharpScriptDepSort {
	
	bool operator()(const Ref<CSharpScript> &A, const Ref<CSharpScript> &B) const {
		if (A == B) {
			
			return false;
		}
		const Script *I = B->get_base_script().ptr();
		while (I) {
			if (I == A.ptr()) {
				
				return true;
			}
			I = I->get_base_script().ptr();
		}
		
		return false;
	}
};
void CSharpLanguage::reload_all_scripts() {