### 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
EditorPropertyResource *editor = memnew(EditorPropertyResource);
				editor->setup(p_object, p_path, p_hint == PROPERTY_HINT_RESOURCE_TYPE ? p_hint_text : "Resource");
				if (p_hint == PROPERTY_HINT_RESOURCE_TYPE) {
					const PackedStringArray open_in_new_inspector = EDITOR_GET("interface/inspector/resources_to_open_in_new_inspector");
					for (const String &type : open_in_new_inspector) {
						for (int j = 0; j < p_hint_text.get_slice_count(","); j++) {
							const String inherits = p_hint_text.get_slicec(',', j);
							if (ClassDB::is_parent_class(inherits, type)) {
								editor->set_use_sub_inspector(false);
							}
						}
					}
				}
				return editor;
			}
		} break;
		case Variant::CALLABLE: {
			EditorPropertyCallable *editor = memnew(EditorPropertyCallable);
			return editor;
		} break;
		case Variant::SIGNAL: {
			EditorPropertySignal *editor = memnew(EditorPropertySignal);
			return editor;
		} break;
		case Variant::DICTIONARY: {
			if (p_hint == PROPERTY_HINT_LOCALIZABLE_STRING) {
				EditorPropertyLocalizableString *editor = memnew(EditorPropertyLocalizableString);
				return editor;
			} else {
				EditorPropertyDictionary *editor = memnew(EditorPropertyDictionary);