### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11

### Issue description

In the "Select a Node" windows, popped up when pressed the "Assign..." button of a `NodePath` property in the inspector.
Input any character in the "Filter Nodes" line, then clear it.

All ancestors of target type nodes become selectable.

I think it's because the correct result is supposed to be like this:
![image](https://github.com/godotengine/godot/assets/3178725/7d8ef6a2-d9f0-444e-8b18-0f251d553a1d)

but the invalid ancestors, which should be leaved in the dialog but set to unselectable, are in the wrong state.



### Steps to reproduce

- Create a new project.
- Create a new scene like this.
![image](https://github.com/godotengine/godot/assets/3178725/84acde89-a6a9-4ba7-adb4-f883531bd51a)
- Select `BoneAttachment3D` node, turn on `Use External Skeleton`
![image](https://github.com/godotengine/godot/assets/3178725/fd9fd252-253d-4a48-ba2b-764cef276738)
- Hit the "Assign..." button, open the dialog, it's good at this moment.
![image](https://github.com/godotengine/godot/assets/3178725/511d6fb8-4c83-408b-9717-0726cb7568ad)
- Input any character in the "Filter Nodes" line (like `d`).
![image](https://github.com/godotengine/godot/assets/3178725/cc60b4e4-c890-4c81-ae16-edc28fc18b57)



### Minimal reproduction project

N/A
p_parent->set_visible(keep_for_children || keep);
	if (keep_for_children) {
		if (keep) {
			p_parent->clear_custom_color(0);
			p_parent->set_selectable(0, true);
		} else {
			p_parent->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
			p_parent->set_selectable(0, false);
			p_parent->deselect(0);
		}
	}
	if (editor_selection) {
		Node *n = get_node(p_parent->get_metadata(0));
		if (keep) {
			if (p_scroll_to_selected && n && editor_selection->is_selected(n)) {
				tree->scroll_to_item(p_parent);
			}
		} else {
			if (n && p_parent->is_selected(0)) {
				editor_selection->remove_node(n);
				p_parent->deselect(0);
			}
		}
	}
	return keep || keep_for_children;
}
bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms) {
	if (p_terms.is_empty()) {
		return true;
	}