### 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
hbox->add_child(prop);
			prop->set_h_size_flags(SIZE_EXPAND_FILL);
			Button *edit_btn = memnew(Button);
			edit_btn->set_icon(get_theme_icon(SNAME("Edit"), SNAME("EditorIcons")));
			edit_btn->set_disabled(is_read_only());
			hbox->add_child(edit_btn);
			edit_btn->connect("pressed", callable_mp(this, &EditorPropertyDictionary::_change_type).bind(edit_btn, change_index));
			prop->update_property();
			if (i == amount + 1) {
				button_add_item = EditorInspector::create_inspector_action_button(TTR("Add Key/Value Pair"));
				button_add_item->set_icon(get_theme_icon(SNAME("Add"), SNAME("EditorIcons")));
				button_add_item->set_disabled(is_read_only());
				button_add_item->connect("pressed", callable_mp(this, &EditorPropertyDictionary::_add_key_value));
				add_vbox->add_child(button_add_item);
			}
		}
		updating = false;
	} else {
		if (container) {
			set_bottom_editor(nullptr);
			memdelete(container);
			button_add_item = nullptr;
			container = nullptr;
		}
	}
}
void EditorPropertyDictionary::_object_id_selected(const StringName &p_property, ObjectID p_id) {
	emit_signal(SNAME("object_id_selected"), p_property, p_id);
}
void EditorPropertyDictionary::_notification(int p_what) {