### 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)

#ifdef TOOLS_ENABLED
	bool is_editor = Engine::get_singleton()->is_editor_hint();
	if (is_editor) {
		placeholder_fallback_enabled = true; 
	}
#endif
	if (!valid) {
		return false;
	}
	bool changed = false;
#ifdef TOOLS_ENABLED
	if (exports_invalidated)
#endif
	{
#ifdef TOOLS_ENABLED
		exports_invalidated = false;
#endif
		changed = true;
		member_info.clear();
#ifdef TOOLS_ENABLED
		exported_members_cache.clear();