### 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
for (int i = 0; i < 9; i++) {
		spin[i]->set_min(p_min);
		spin[i]->set_max(p_max);
		spin[i]->set_step(p_step);
		spin[i]->set_hide_slider(p_hide_slider);
		spin[i]->set_allow_greater(true);
		spin[i]->set_allow_lesser(true);
		
		
		spin[i]->set_suffix(p_suffix);
	}
}
EditorPropertyBasis::EditorPropertyBasis() {
	GridContainer *g = memnew(GridContainer);
	g->set_columns(3);
	add_child(g);
	static const char *desc[9] = { "xx", "xy", "xz", "yx", "yy", "yz", "zx", "zy", "zz" };
	for (int i = 0; i < 9; i++) {
		spin[i] = memnew(EditorSpinSlider);
		spin[i]->set_label(desc[i]);
		spin[i]->set_flat(true);
		g->add_child(spin[i]);
		spin[i]->set_h_size_flags(SIZE_EXPAND_FILL);
		add_focusable(spin[i]);
		spin[i]->connect("value_changed", callable_mp(this, &EditorPropertyBasis::_value_changed).bind(desc[i]));
	}
	set_bottom_editor(g);
}
void EditorPropertyTransform3D::_set_read_only(bool p_read_only) {