### 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)

disconnect_event_signals();
#ifdef DEBUG_ENABLED
	CRASH_COND(base_ref_counted);
	CRASH_COND(gchandle.is_released());
#endif
	CSharpLanguage::get_singleton()->release_script_gchandle_thread_safe(p_gchandle_to_free, gchandle);
}
void CSharpInstance::mono_object_disposed_baseref(GCHandleIntPtr p_gchandle_to_free, bool p_is_finalizer, bool &r_delete_owner, bool &r_remove_script_instance) {
#ifdef DEBUG_ENABLED
	CRASH_COND(!base_ref_counted);
	CRASH_COND(gchandle.is_released());
#endif
	
	disconnect_event_signals();
	r_remove_script_instance = false;
	if (_unreference_owner_unsafe()) {
		
		r_delete_owner = true;
	} else {
		r_delete_owner = false;