### 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
new_item_key = p_new_item;
}
Variant EditorPropertyDictionaryObject::get_new_item_key() {
	return new_item_key;
}
void EditorPropertyDictionaryObject::set_new_item_value(const Variant &p_new_item) {
	new_item_value = p_new_item;
}
Variant EditorPropertyDictionaryObject::get_new_item_value() {
	return new_item_value;
}
EditorPropertyDictionaryObject::EditorPropertyDictionaryObject() {
}
void EditorPropertyArray::initialize_array(Variant &p_array) {
	if (array_type == Variant::ARRAY && subtype != Variant::NIL) {
		Array array;
		StringName subtype_class;
		Ref<Script> subtype_script;
		if (subtype == Variant::OBJECT && !subtype_hint_string.is_empty()) {
			if (ClassDB::class_exists(subtype_hint_string)) {
				subtype_class = subtype_hint_string;
			}
		}
		array.set_typed(subtype, subtype_class, subtype_script);
		p_array = array;
	} else {
		VariantInternal::initialize(&p_array, array_type);
	}
}
void EditorPropertyArray::_property_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {