### Godot version

v4.2.dev3.mono.official [013e8e3af]

### System information

Godot v4.2.dev3.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

When creating and attaching a built-in script to any type of node, trying to drag nodes from the scene-tree results in an error that appears at the bottom-right of the editor, but not in the console window. The error states:

`Can't drop nodes because script 'xxxxxxxx::xxxxxxx' does not inherit Node.`
 Even though the script clearly extends Node or any other type.

### Steps to reproduce

1. Create and add any node type to the scene tree.
2. Attach a new script, choose Built-in from the dialog.
3. Save the scene first, as at the time of writing, Godot suffers from a bug that causes it to crash if the scene was not saved first.
4. Try dragging or even ctrl-dragging a node to the script.
5. Observe the error appear at the bottom-right in a yellow-accent pop-up.
6. Nod and confirm that the bug exists.


### Minimal reproduction project

[can't drag nodes into built-in scripts.zip](https://github.com/godotengine/godot/files/12511196/can.t.drag.nodes.into.built-in.scripts.zip)

Loose files in the archive. Extract into their own folder.
validation_panel->add_line(MSG_ID_SCRIPT, TTR("Script path/name is valid."));
	validation_panel->add_line(MSG_ID_PATH, TTR("Will create a new script file."));
	validation_panel->add_line(MSG_ID_BUILT_IN);
	validation_panel->add_line(MSG_ID_TEMPLATE);
	validation_panel->set_update_callback(callable_mp(this, &ScriptCreateDialog::_update_dialog));
	validation_panel->set_accept_button(get_ok_button());
	/* 
	Control *spacing = memnew(Control);
	spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
	VBoxContainer *vb = memnew(VBoxContainer);
	vb->add_child(gc);
	vb->add_child(spacing);
	vb->add_child(validation_panel);
	add_child(vb);
	/* 
	language_menu = memnew(OptionButton);
	language_menu->set_custom_minimum_size(Size2(350, 0) * EDSCALE);
	language_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	gc->add_child(memnew(Label(TTR("Language:"))));
	gc->add_child(language_menu);
	default_language = -1;
	for (int i = 0; i < ScriptServer::get_language_count(); i++) {
		String lang = ScriptServer::get_language(i)->get_name();
		language_menu->add_item(lang);
		if (lang == "GDScript") {
			default_language = i;
		}
	}
	if (default_language >= 0) {
		language_menu->select(default_language);