### 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
spin->set_read_only(p_read_only);
}
void EditorPropertyEasing::_drag_easing(const Ref<InputEvent> &p_ev) {
	if (is_read_only()) {
		return;
	}
	const Ref<InputEventMouseButton> mb = p_ev;
	if (mb.is_valid()) {
		if (mb->is_double_click() && mb->get_button_index() == MouseButton::LEFT) {
			_setup_spin();
		}
		if (mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
			preset->set_position(easing_draw->get_screen_position() + mb->get_position());
			preset->reset_size();
			preset->popup();
			
			dragging = false;
			easing_draw->queue_redraw();
		}
		if (mb->get_button_index() == MouseButton::LEFT) {
			dragging = mb->is_pressed();
			
			easing_draw->queue_redraw();
		}
	}
	const Ref<InputEventMouseMotion> mm = p_ev;
	if (dragging && mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {