### 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
case LAYER_NAVIGATION_3D: {
			basename = "layer_names/3d_navigation";
			layer_group_size = 4;
			layer_count = 32;
		} break;
		case LAYER_AVOIDANCE: {
			basename = "layer_names/avoidance";
			layer_group_size = 4;
			layer_count = 32;
		} break;
	}
	Vector<String> names;
	Vector<String> tooltips;
	for (int i = 0; i < layer_count; i++) {
		String name;
		if (ProjectSettings::get_singleton()->has_setting(basename + vformat("/layer_%d", i + 1))) {
			name = GLOBAL_GET(basename + vformat("/layer_%d", i + 1));
		}
		if (name.is_empty()) {
			name = vformat(TTR("Layer %d"), i + 1);
		}
		names.push_back(name);
		tooltips.push_back(name + "\n" + vformat(TTR("Bit %d, value %d"), i, 1 << i));
	}
	grid->names = names;
	grid->tooltips = tooltips;
	grid->layer_group_size = layer_group_size;
	grid->layer_count = layer_count;
}
void EditorPropertyLayers::set_layer_name(int p_index, const String &p_name) {