### 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
nd.owner = 0;
	} else {
		nd.owner = -1;
	}
	MissingNode *missing_node = Object::cast_to<MissingNode>(p_node);
	
	
	if (states_stack.is_empty() && !is_editable_instance) {
		
		if (missing_node != nullptr) {
			
			nd.type = _nm_get_string(missing_node->get_original_class(), name_map);
		} else {
			nd.type = _nm_get_string(p_node->get_class(), name_map);
		}
	} else {
		
		
		nd.type = TYPE_INSTANTIATED;
	}
	
	
	
	
	
	bool save_node = nd.properties.size() || nd.groups.size(); 
	save_node = save_node || p_node == p_owner; 
	save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); 
	int idx = nodes.size();