### 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
LAYER_PHYSICS_2D,
		LAYER_RENDER_2D,
		LAYER_NAVIGATION_2D,
		LAYER_PHYSICS_3D,
		LAYER_RENDER_3D,
		LAYER_NAVIGATION_3D,
		LAYER_AVOIDANCE,
	};
private:
	EditorPropertyLayersGrid *grid = nullptr;
	void _grid_changed(uint32_t p_grid);
	String basename;
	LayerType layer_type;
	PopupMenu *layers = nullptr;
	TextureButton *button = nullptr;
	void _button_pressed();
	void _menu_pressed(int p_menu);
	void _refresh_names();
protected:
	void _notification(int p_what);
	virtual void _set_read_only(bool p_read_only) override;
	static void _bind_methods();
public:
	void setup(LayerType p_layer_type);
	void set_layer_name(int p_index, const String &p_name);
	String get_layer_name(int p_index) const;
	virtual void update_property() override;
	EditorPropertyLayers();
};
class EditorPropertyInteger : public EditorProperty {