### 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
np = p_dictionary["node_paths"];
	}
	node_paths.resize(np.size());
	for (int i = 0; i < np.size(); i++) {
		node_paths.write[i] = np[i];
	}
	Array ei;
	if (p_dictionary.has("editable_instances")) {
		ei = p_dictionary["editable_instances"];
	}
	if (p_dictionary.has("base_scene")) {
		base_scene_idx = p_dictionary["base_scene"];
	}
	editable_instances.resize(ei.size());
	for (int i = 0; i < editable_instances.size(); i++) {
		editable_instances.write[i] = ei[i];
	}
	
}
Dictionary SceneState::get_bundled_scene() const {
	Vector<String> rnames;
	rnames.resize(names.size());
	if (names.size()) {
		String *r = rnames.ptrw();
		for (int i = 0; i < names.size(); i++) {
			r[i] = names[i];
		}
	}
	Dictionary d;
	d["names"] = rnames;