### Godot version

4.0.2

### System information

Windows 10 x64

### Issue description

![image](https://user-images.githubusercontent.com/2223172/231459722-294d88f9-dae3-4a3f-8e7f-e5340ca0dd25.png)
Both paths point to the same node, but the second one appears as if the node wasn't found. I assume this is because the NodePaths in array don't have the scene's node as "parent", so the path can't be resolved properly.

### Steps to reproduce

1.
```GDScript
@export var np1: NodePath
@export var np2: Array[NodePath]
```
2. Assign the same node
3. Compare the results

### Minimal reproduction project

N/A
ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
	if (connections[p_idx].to & FLAG_ID_IS_PATH) {
		return node_paths[connections[p_idx].to & FLAG_MASK];
	} else {
		return get_node_path(connections[p_idx].to & FLAG_MASK);
	}
}
StringName SceneState::get_connection_method(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
	return names[connections[p_idx].method];
}
int SceneState::get_connection_flags(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
	return connections[p_idx].flags;
}
int SceneState::get_connection_unbinds(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
	return connections[p_idx].unbinds;
}
Array SceneState::get_connection_binds(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), Array());
	Array binds;
	for (int i = 0; i < connections[p_idx].binds.size(); i++) {
		binds.push_back(variants[connections[p_idx].binds[i]]);
	}
	return binds;
}
bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance) {