### Godot version

ef025711a

### System information

ArchLinux x11

### Issue description

Accessing a scene unique node like this:
```gdscript
class_name Class extends Node
static func get_label() -> Label:
	return %label
```
and then accessing that class later:
```gdscript
func _ready() -> void:
	Main.get_label().text = "hello world"
```
causes a strange error when in the editor, and a normal error when run directly.
![image](https://user-images.githubusercontent.com/70787919/229785642-6aad4e31-6bd9-4eb5-bee4-7445b48a99bb.png)
```c++
ERROR: Node not found: "%label" (relative to "/root/main").
   at: get_node (scene/main/node.cpp:1364)
```
Instead of returning null.
As opposed to when using `get_node`:
```

SCRIPT ERROR: Cannot call method 'get_node' on a null value.
          at: get_label (res://main.gd:5)
SCRIPT ERROR: Invalid set index 'text' (on base: 'Nil') with value of type 'String'.
          at: _ready (res://control.gd:4)
```

### Steps to reproduce

Run mrp or follow outlined steps

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/11148287/bug.zip)

virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
		virtual bool is_expression() const { return false; }
		virtual ~Node() {}
	};
	struct ExpressionNode : public Node {
		
		bool reduced = false;
		bool is_constant = false;
		Variant reduced_value;
		virtual bool is_expression() const override { return true; }
		virtual ~ExpressionNode() {}
	protected:
		ExpressionNode() {}
	};
	struct AnnotationNode : public Node {
		StringName name;
		Vector<ExpressionNode *> arguments;
		Vector<Variant> resolved_arguments;
		AnnotationInfo *info = nullptr;
		PropertyInfo export_info;
		bool is_resolved = false;
		bool is_applied = false;
		bool apply(GDScriptParser *p_this, Node *p_target);
		bool applies_to(uint32_t p_target_kinds) const;
		AnnotationNode() {