### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11

### Issue description

In the "Select a Node" windows, popped up when pressed the "Assign..." button of a `NodePath` property in the inspector.
Input any character in the "Filter Nodes" line, then clear it.

All ancestors of target type nodes become selectable.

I think it's because the correct result is supposed to be like this:
![image](https://github.com/godotengine/godot/assets/3178725/7d8ef6a2-d9f0-444e-8b18-0f251d553a1d)

but the invalid ancestors, which should be leaved in the dialog but set to unselectable, are in the wrong state.



### Steps to reproduce

- Create a new project.
- Create a new scene like this.
![image](https://github.com/godotengine/godot/assets/3178725/84acde89-a6a9-4ba7-adb4-f883531bd51a)
- Select `BoneAttachment3D` node, turn on `Use External Skeleton`
![image](https://github.com/godotengine/godot/assets/3178725/fd9fd252-253d-4a48-ba2b-764cef276738)
- Hit the "Assign..." button, open the dialog, it's good at this moment.
![image](https://github.com/godotengine/godot/assets/3178725/511d6fb8-4c83-408b-9717-0726cb7568ad)
- Input any character in the "Filter Nodes" line (like `d`).
![image](https://github.com/godotengine/godot/assets/3178725/cc60b4e4-c890-4c81-ae16-edc28fc18b57)



### Minimal reproduction project

N/A
NodePath np = item->get_metadata(0);
	Node *n = get_node(np);
	if (!n) {
		return;
	}
	Dictionary d = p_data;
	if (String(d["type"]) == "nodes") {
		Array nodes = d["nodes"];
		emit_signal(SNAME("nodes_rearranged"), nodes, np, section);
	}
	if (String(d["type"]) == "files") {
		Vector<String> files = d["files"];
		String ftype = EditorFileSystem::get_singleton()->get_file_type(files[0]);
		if (_is_script_type(ftype)) {
			emit_signal(SNAME("script_dropped"), files[0], np);
		} else {
			emit_signal(SNAME("files_dropped"), files, np, section);
		}
	}
	if (String(d["type"]) == "script_list_element") {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(d["script_list_element"]);
		if (se) {
			String sp = se->get_edited_resource()->get_path();
			if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(sp))) {
				emit_signal(SNAME("script_dropped"), sp, np);
			}
		}
	}
}
void SceneTreeEditor::_empty_clicked(const Vector2 &p_pos, MouseButton p_button) {