### 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
}
void EditorPropertyTextEnum::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE:
		case NOTIFICATION_THEME_CHANGED: {
			edit_button->set_icon(get_theme_icon(SNAME("Edit"), SNAME("EditorIcons")));
			accept_button->set_icon(get_theme_icon(SNAME("ImportCheck"), SNAME("EditorIcons")));
			cancel_button->set_icon(get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons")));
		} break;
	}
}
EditorPropertyTextEnum::EditorPropertyTextEnum() {
	HBoxContainer *hb = memnew(HBoxContainer);
	add_child(hb);
	default_layout = memnew(HBoxContainer);
	default_layout->set_h_size_flags(SIZE_EXPAND_FILL);
	hb->add_child(default_layout);
	edit_custom_layout = memnew(HBoxContainer);
	edit_custom_layout->set_h_size_flags(SIZE_EXPAND_FILL);
	edit_custom_layout->hide();
	hb->add_child(edit_custom_layout);
	option_button = memnew(OptionButton);