### 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)

}
				ObjectID obj_id = obj->get_instance_id();
				
				PlaceHolderScriptInstance *placeholder = scr->placeholder_instance_create(obj);
				obj->set_script_instance(placeholder);
#ifdef TOOLS_ENABLED
				
				
				scr->placeholder_fallback_enabled = true;
#endif
				
				for (const Pair<StringName, Variant> &G : scr->pending_reload_state[obj_id].properties) {
					placeholder->property_set_fallback(G.first, G.second, nullptr);
				}
				scr->pending_reload_state.erase(obj_id);
			}
			scr->pending_reload_instances.clear();
			scr->pending_reload_state.clear();
		}
		return;
	}
	List<Ref<CSharpScript>> to_reload_state;
	for (Ref<CSharpScript> &scr : to_reload) {
#ifdef TOOLS_ENABLED
		scr->exports_invalidated = true;
#endif
		if (!scr->get_path().is_empty()) {
			scr->reload(p_soft_reload);
			if (!scr->valid) {
				scr->pending_reload_instances.clear();