### 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)

exported_members_defval_cache.clear();
#endif
		if (GDMonoCache::godot_api_cache_updated) {
			GDMonoCache::managed_callbacks.ScriptManagerBridge_GetPropertyInfoList(this, &_add_property_info_list_callback);
#ifdef TOOLS_ENABLED
			GDMonoCache::managed_callbacks.ScriptManagerBridge_GetPropertyDefaultValues(this, &_add_property_default_values_callback);
#endif
		}
	}
#ifdef TOOLS_ENABLED
	if (is_editor) {
		placeholder_fallback_enabled = false;
		if ((changed || p_instance_to_update) && placeholders.size()) {
			
			HashMap<StringName, Variant> values;
			List<PropertyInfo> propnames;
			_update_exports_values(values, propnames);
			if (changed) {
				for (PlaceHolderScriptInstance *instance : placeholders) {
					instance->update(propnames, values);
				}
			} else {
				p_instance_to_update->update(propnames, values);
			}
		}
	}
#endif
	return changed;
}
bool CSharpScript::_get(const StringName &p_name, Variant &r_ret) const {