### 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
if (ccb) {
					binds = ccb->get_binds();
					base_callable = ccb->get_callable();
				}
				CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom());
				if (ccu) {
					unbinds = ccu->get_unbinds();
					base_callable = ccu->get_callable();
				}
			} else {
				base_callable = c.callable;
			}
			
			Node *common_parent = target->find_common_parent_with(p_node);
			ERR_CONTINUE(!common_parent);
			if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) {
				common_parent = common_parent->get_owner();
			}
			bool exists = false;
			
			while (common_parent) {
				Ref<SceneState> ps;
				if (common_parent == p_owner) {
					ps = common_parent->get_scene_inherited_state();
				} else {
					ps = common_parent->get_scene_instance_state();
				}
				if (ps.is_valid()) {
					NodePath signal_from = common_parent->get_path_to(p_node);
					NodePath signal_to = common_parent->get_path_to(target);