### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

v4.1.1.stable.official [bd6af8e0e]

### Issue description

In-script documentation (`##`) for `signal` members is not appearing in the _Node_ tab as expected.  Other documentation appears to work correctly in the _Inspector_ tab.

Working example (exported variable):
![GodotDocumentationWorking](https://github.com/godotengine/godot/assets/13528480/ab9b19d4-c9f7-4658-8379-f2c2699310b8)

Non-working example (`signal`)
![GodotDocumentationNotWorking](https://github.com/godotengine/godot/assets/13528480/06824f6a-b135-4454-a06e-7c6feb34060b)

I have tried deselecting and reselecting the associated Node, changing between the tabs on the left pane, changing active scripts and even restarting Godot - nothing makes it work.  According to the [GScript Documentation on Documentation Comments](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_documentation_comments.html), this **should** work, right?  Or is there something completely obvious that I am missing?


### Steps to reproduce

1. In Godot, create a new Node of type `Node`
2. Attach a new script to this Node, accepting all current defaults
3. In the script editor create a `signal` called `Foo` and right above it, create a `##` comment for it
4. Also create an `@export`ed integer variable called `Bar` and also create a `##` comment for it
5. Unselect and reselect the Node in the _Scene_ tab to refresh the _Inspector_ and _Node_ tabs
6. Hover over the variable in the _Inspector_ tab and see that the added description is shown correctly
7. Hover over the signal in the _Node_ tab and see that the added description is **not** shown and "_No description._" is shown instead

This is an example of the script that could be added:
```
## This is signal foo!
signal Foo

## This is exported signal bar!
@export var Bar : int = 0
```

### Minimal reproduction project

N/A
String prev_selected;
	if (tree->is_anything_selected()) {
		prev_selected = tree->get_selected()->get_text(0);
	}
	tree->clear();
	if (!selected_node) {
		return;
	}
	TreeItem *root = tree->create_item();
	List<MethodInfo> node_signals;
	selected_node->get_signal_list(&node_signals);
	bool did_script = false;
	StringName base = selected_node->get_class();
	while (base) {
		List<MethodInfo> node_signals2;
		Ref<Texture2D> icon;
		String name;
		if (!did_script) {
			
			Ref<Script> scr = selected_node->get_script();
			if (scr.is_valid()) {
				scr->get_script_signal_list(&node_signals2);
				if (scr->get_path().is_resource_file()) {
					name = scr->get_path().get_file();
				} else {
					name = scr->get_class();
				}
				if (has_theme_icon(scr->get_class(), SNAME("EditorIcons"))) {
					icon = get_theme_icon(scr->get_class(), SNAME("EditorIcons"));