### Godot version

v4.2.dev3.mono.official [013e8e3af]

### System information

Godot v4.2.dev3.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

When creating and attaching a built-in script to any type of node, trying to drag nodes from the scene-tree results in an error that appears at the bottom-right of the editor, but not in the console window. The error states:

`Can't drop nodes because script 'xxxxxxxx::xxxxxxx' does not inherit Node.`
 Even though the script clearly extends Node or any other type.

### Steps to reproduce

1. Create and add any node type to the scene tree.
2. Attach a new script, choose Built-in from the dialog.
3. Save the scene first, as at the time of writing, Godot suffers from a bug that causes it to crash if the scene was not saved first.
4. Try dragging or even ctrl-dragging a node to the script.
5. Observe the error appear at the bottom-right in a yellow-accent pop-up.
6. Nod and confirm that the bug exists.


### Minimal reproduction project

[can't drag nodes into built-in scripts.zip](https://github.com/godotengine/godot/files/12511196/can.t.drag.nodes.into.built-in.scripts.zip)

Loose files in the archive. Extract into their own folder.
if (p_string.length() == 0) {
		return false;
	}
	if (can_inherit_from_file && p_string.is_quoted()) {
		String p = p_string.substr(1, p_string.length() - 2);
		if (_validate_path(p, true) == "") {
			return true;
		}
	}
	return EditorNode::get_editor_data().is_type_recognized(p_string);
}
bool ScriptCreateDialog::_validate_class(const String &p_string) {
	if (p_string.length() == 0) {
		return false;
	}
	for (int i = 0; i < p_string.length(); i++) {
		if (i == 0) {
			
			if (p_string[0] >= '0' && p_string[0] <= '9') {
				return false;
			}
		}
		bool valid_char = is_ascii_identifier_char(p_string[i]) || p_string[i] == '.';
		if (!valid_char) {
			return false;
		}
	}
	return true;
}
String ScriptCreateDialog::_validate_path(const String &p_path, bool p_file_must_exist) {