### 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
disable_placeholders = p_disable;
}
bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const {
	ERR_FAIL_COND_V(p_node < 0, false);
	ERR_FAIL_COND_V(p_to_node < 0, false);
	if (p_node < nodes.size() && p_to_node < nodes.size()) {
		int signal_idx = -1;
		int method_idx = -1;
		for (int i = 0; i < names.size(); i++) {
			if (names[i] == p_signal) {
				signal_idx = i;
			} else if (names[i] == p_to_method) {
				method_idx = i;
			}
		}
		if (signal_idx >= 0 && method_idx >= 0) {
			
			for (int i = 0; i < connections.size(); i++) {
				if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {
					return true;
				}
			}
		}
	}
	if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
		return get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
	}
	return false;
}
void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {