### 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
edit->set_disabled(p_read_only);
}
void EditorPropertyObjectID::_edit_pressed() {
	emit_signal(SNAME("object_id_selected"), get_edited_property(), get_edited_property_value());
}
void EditorPropertyObjectID::update_property() {
	String type = base_type;
	if (type.is_empty()) {
		type = "Object";
	}
	ObjectID id = get_edited_property_value();
	if (id.is_valid()) {
		edit->set_text(type + " ID: " + uitos(id));
		edit->set_tooltip_text(type + " ID: " + uitos(id));
		edit->set_disabled(false);
		edit->set_icon(EditorNode::get_singleton()->get_class_icon(type));
	} else {
		edit->set_text(TTR("<empty>"));
		edit->set_tooltip_text("");
		edit->set_disabled(true);
		edit->set_icon(Ref<Texture2D>());
	}
}
void EditorPropertyObjectID::setup(const String &p_base_type) {
	base_type = p_base_type;
}
void EditorPropertyObjectID::_bind_methods() {