### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Linux Mint 20 (Ulyana) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 515.105.01) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

Dragging and dropping a file to a new position inside its current folder, or onto the icon for its current folder - when that folder is the project root folder :res// - will be treated as though you were dropping a different file with the same name.

Expectation: for nothing to happen.

Also tried it in 4.0.3 and 4.1-dev3, where it behaves as expected.

https://github.com/godotengine/godot/assets/64640811/90de1120-dd92-41b8-b202-db77c343103a

### Steps to reproduce

1. New or existing project.
2. Click and drag a file in :res// in FileSystem dock.
3. Drop the file back into :res//.
4. Be prompted to overwrite or rename.

### Minimal reproduction project

N/A
for (int i = 0; i < to_move.size(); i++) {
			String old_path = to_move[i].path;
			String new_path = new_paths[i];
			if (!to_move[i].is_file) {
				new_path = new_path.path_join(old_path.trim_suffix("/").get_file());
				print_line(new_path);
			}
			if (old_path != new_path) {
				_try_move_item(to_move[i], new_path, file_renames, folder_renames);
				is_moved = true;
			}
		}
		if (is_moved) {
			int current_tab = EditorNode::get_singleton()->get_current_tab();
			_save_scenes_after_move(file_renames); 
			_update_dependencies_after_move(file_renames);
			_update_resource_paths_after_move(file_renames);
			_update_project_settings_after_move(file_renames);
			_update_favorites_list_after_move(file_renames, folder_renames);
			EditorNode::get_singleton()->set_current_tab(current_tab);
			print_verbose("FileSystem: calling rescan.");
			_rescan();
			print_verbose("FileSystem: saving moved scenes.");
			_save_scenes_after_move(file_renames);
			current_path = p_to_path;
			current_path_line_edit->set_text(current_path);
		}
	}
}
Vector<String> FileSystemDock::_tree_get_selected(bool remove_self_inclusion) const {