### 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
_locale_selected(locale->get_text());
}
void EditorPropertyLocale::_bind_methods() {
}
EditorPropertyLocale::EditorPropertyLocale() {
	HBoxContainer *locale_hb = memnew(HBoxContainer);
	add_child(locale_hb);
	locale = memnew(LineEdit);
	locale_hb->add_child(locale);
	locale->connect("text_submitted", callable_mp(this, &EditorPropertyLocale::_locale_selected));
	locale->connect("focus_exited", callable_mp(this, &EditorPropertyLocale::_locale_focus_exited));
	locale->set_h_size_flags(SIZE_EXPAND_FILL);
	locale_edit = memnew(Button);
	locale_edit->set_clip_text(true);
	locale_hb->add_child(locale_edit);
	add_focusable(locale);
	dialog = nullptr;
	locale_edit->connect("pressed", callable_mp(this, &EditorPropertyLocale::_locale_pressed));
}
void EditorPropertyPath::_set_read_only(bool p_read_only) {
	path->set_editable(!p_read_only);
	path_edit->set_disabled(p_read_only);
}
void EditorPropertyPath::_path_selected(const String &p_path) {
	emit_changed(get_edited_property(), p_path);
	update_property();
}
void EditorPropertyPath::_path_pressed() {