### 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
}
			}
			resources_found.erase(r.ptr());
		} break;
		default: {
		}
	}
	return false;
}
void EditorPropertyResource::_resource_changed(const Ref<Resource> &p_resource) {
	Resource *r = Object::cast_to<Resource>(get_edited_object());
	if (r) {
		
		HashSet<Resource *> resources_found;
		resources_found.insert(r);
		bool found = _find_recursive_resources(p_resource, resources_found);
		if (found) {
			EditorNode::get_singleton()->show_warning(TTR("Recursion detected, unable to assign resource to property."));
			emit_changed(get_edited_property(), Ref<Resource>());
			update_property();
			return;
		}
	}
	
	
	bool is_script = false;
	Ref<Script> s = p_resource;
	if (get_edited_object() && s.is_valid() && get_edited_property() == CoreStringNames::get_singleton()->_script) {
		is_script = true;
		InspectorDock::get_singleton()->store_script_properties(get_edited_object());