### 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
} else if (slice == "hide_slider") {
				hint.hide_slider = true;
			} else if (slice == "exp") {
				hint.exp_range = true;
			}
		}
	}
	bool degrees = false;
	for (int i = 0; i < slices.size(); i++) {
		String slice = slices[i].strip_edges();
		if (slice == "radians") {
			hint.radians = true;
		} else if (slice == "degrees") {
			degrees = true;
		} else if (slice.begins_with("suffix:")) {
			hint.suffix = " " + slice.replace_first("suffix:", "").strip_edges();
		}
	}
	if ((hint.radians || degrees) && hint.suffix.is_empty()) {
		hint.suffix = U"\u00B0";
	}
	ERR_FAIL_COND_V_MSG(hint.step == 0, hint,
			vformat("Invalid PROPERTY_HINT_RANGE with hint \"%s\": Step cannot be 0.", p_hint_text));
	return hint;
}
EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_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) {
	double default_float_step = EDITOR_GET("interface/inspector/default_float_step");
	switch (p_type) {
		
		case Variant::NIL: {