### 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 (Object::cast_to<CSharpScript>(p_resource.ptr())) {
		p_extensions->push_back("cs");
	}
}
bool ResourceFormatSaverCSharpScript::recognize(const Ref<Resource> &p_resource) const {
	return Object::cast_to<CSharpScript>(p_resource.ptr()) != nullptr;
}
CSharpLanguage::StringNameCache::StringNameCache() {
	_property_can_revert = StaticCString::create("_property_can_revert");
	_property_get_revert = StaticCString::create("_property_get_revert");
	_script_source = StaticCString::create("script/source");
}