### 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
String s = get_edited_property_value();
	property->set_text(s);
	selected_type = s;
}
void EditorPropertyClassName::_property_selected() {
	dialog->popup_create(true);
}
void EditorPropertyClassName::_dialog_created() {
	selected_type = dialog->get_selected_type();
	emit_changed(get_edited_property(), selected_type);
	update_property();
}
void EditorPropertyClassName::_bind_methods() {
}
EditorPropertyClassName::EditorPropertyClassName() {
	property = memnew(Button);
	property->set_clip_text(true);
	add_child(property);
	add_focusable(property);
	property->set_text(selected_type);
	property->connect("pressed", callable_mp(this, &EditorPropertyClassName::_property_selected));
	dialog = memnew(CreateDialog);
	dialog->set_base_type(base_type);
	dialog->connect("create", callable_mp(this, &EditorPropertyClassName::_dialog_created));
	add_child(dialog);
}
void EditorPropertyCheck::_set_read_only(bool p_read_only) {