### 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
use_sub_inspector = bool(EDITOR_GET("interface/inspector/open_resources_in_current_inspector"));
}
bool EditorInspectorDefaultPlugin::can_handle(Object *p_object) {
	return true; 
}
bool EditorInspectorDefaultPlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
	Control *editor = EditorInspectorDefaultPlugin::get_editor_for_property(p_object, p_type, p_path, p_hint, p_hint_text, p_usage, p_wide);
	if (editor) {
		add_property_editor(p_path, editor);
	}
	return false;
}
struct EditorPropertyRangeHint {
	bool or_greater = true;
	bool or_less = true;
	double min = -99999.0;
	double max = 99999.0;
	double step = 1.0;
	String suffix;
	bool exp_range = false;
	bool hide_slider = true;
	bool radians = false;
};
static EditorPropertyRangeHint _parse_range_hint(PropertyHint p_hint, const String &p_hint_text, double p_default_step, bool is_int = false) {