### 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
if (base_scene_idx >= 0) {
		Ref<PackedScene> ps = variants[base_scene_idx];
		if (ps.is_valid()) {
			return ps->get_state();
		}
	}
	return Ref<SceneState>();
}
void SceneState::update_instance_resource(String p_path, Ref<PackedScene> p_packed_scene) {
	ERR_FAIL_COND(p_packed_scene.is_null());
	for (const NodeData &nd : nodes) {
		if (nd.instance >= 0) {
			if (!(nd.instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {
				int instance_id = nd.instance & FLAG_MASK;
				Ref<PackedScene> original_packed_scene = variants[instance_id];
				if (original_packed_scene.is_valid()) {
					if (original_packed_scene->get_path() == p_path) {
						variants.remove_at(instance_id);
						variants.insert(instance_id, p_packed_scene);
					}
				}
			}
		}
	}
}
int SceneState::find_node_by_path(const NodePath &p_node) const {