### 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)

#include "csharp_script.h"
#include "godotsharp_dirs.h"
#include "managed_callable.h"
#include "mono_gd/gd_mono_cache.h"
#include "signal_awaiter_utils.h"
#include "utils/macros.h"
#include "utils/naming_utils.h"
#include "utils/path_utils.h"
#include "utils/string_utils.h"
#ifdef DEBUG_METHODS_ENABLED
#include "class_db_api_json.h"
#endif
#ifdef TOOLS_ENABLED
#include "editor/editor_internal_calls.h"
#include "editor/script_templates/templates.gen.h"
#endif
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/io/file_access.h"
#include "core/os/mutex.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "servers/text_server.h"
#ifdef TOOLS_ENABLED
#include "core/os/keyboard.h"
#include "editor/editor_file_system.h"