### 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
GDCLASS(EditorPropertyFlags, EditorProperty);
	VBoxContainer *vbox = nullptr;
	Vector<CheckBox *> flags;
	Vector<uint32_t> flag_values;
	void _flag_toggled(int p_index);
protected:
	virtual void _set_read_only(bool p_read_only) override;
	static void _bind_methods();
public:
	void setup(const Vector<String> &p_options);
	virtual void update_property() override;
	EditorPropertyFlags();
};
class EditorPropertyLayersGrid : public Control {
	GDCLASS(EditorPropertyLayersGrid, Control);
private:
	Vector<Rect2> flag_rects;
	Rect2 expand_rect;
	bool expand_hovered = false;
	bool expanded = false;
	int expansion_rows = 0;
	int hovered_index = -1;
	bool read_only = false;