### Godot version

ef025711a

### System information

ArchLinux x11

### Issue description

Accessing a scene unique node like this:
```gdscript
class_name Class extends Node
static func get_label() -> Label:
	return %label
```
and then accessing that class later:
```gdscript
func _ready() -> void:
	Main.get_label().text = "hello world"
```
causes a strange error when in the editor, and a normal error when run directly.
![image](https://user-images.githubusercontent.com/70787919/229785642-6aad4e31-6bd9-4eb5-bee4-7445b48a99bb.png)
```c++
ERROR: Node not found: "%label" (relative to "/root/main").
   at: get_node (scene/main/node.cpp:1364)
```
Instead of returning null.
As opposed to when using `get_node`:
```

SCRIPT ERROR: Cannot call method 'get_node' on a null value.
          at: get_label (res://main.gd:5)
SCRIPT ERROR: Invalid set index 'text' (on base: 'Nil') with value of type 'String'.
          at: _ready (res://control.gd:4)
```

### Steps to reproduce

Run mrp or follow outlined steps

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/11148287/bug.zip)

push_error(vformat(R"(Expected statement, found "%s" instead.)", previous.get_name()));
				}
			} else {
				end_statement("expression");
			}
			lambda_ended = lambda_ended || has_ended_lambda;
			result = expression;
#ifdef DEBUG_ENABLED
			if (expression != nullptr) {
				switch (expression->type) {
					case Node::CALL:
					case Node::ASSIGNMENT:
					case Node::AWAIT:
					case Node::TERNARY_OPERATOR:
						
						break;
					case Node::LAMBDA:
						
						push_error("Standalone lambdas cannot be accessed. Consider assigning it to a variable.", expression);
						break;
					case Node::LITERAL:
						if (static_cast<GDScriptParser::LiteralNode *>(expression)->value.get_type() == Variant::STRING) {
							
							break;
						}
						[[fallthrough]];
					default:
						push_warning(expression, GDScriptWarning::STANDALONE_EXPRESSION);
				}
			}