If you are wanting to use the normal vector as a rotational vector, then you could do this:
(untested)
"rigid = your RigidBody, n_vec = the normal vector"
rigid.global_transform.basis = Basis(n_vec)
That should make it point in the same direction as the normal. To make it face the normal, you have to invert the normal:
(untested)
var inverse_n_vec = n_vect.inverse()
rigid.global_transform.basis = Basis(inverse_n_vec)
Those may not work though but this should work, or at least has a higher chance of working:
(untested)
"rigid = your RigidBody"
"n_vec = the normal from the raycast"
"n_pos = the hit position from the raycast"
var hit_pos = n_pos + n_vec # may need to subtract n_vec, I'm not sure
rigid.global_transform = rigid.global_transform.looking_at(hit_pos, Vector3(0, 1, 0))