### 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
ERR_FAIL_INDEX(p_signal, names.size());
	ERR_FAIL_INDEX(p_method, names.size());
	for (int i = 0; i < p_binds.size(); i++) {
		ERR_FAIL_INDEX(p_binds[i], variants.size());
	}
	ConnectionData c;
	c.from = p_from;
	c.to = p_to;
	c.signal = p_signal;
	c.method = p_method;
	c.flags = p_flags;
	c.unbinds = p_unbinds;
	c.binds = p_binds;
	connections.push_back(c);
}
void SceneState::add_editable_instance(const NodePath &p_path) {
	editable_instances.push_back(p_path);
}
String SceneState::get_meta_pointer_property(const String &p_property) {
	return PackedScene::META_POINTER_PROPERTY_BASE + p_property;
}
Vector<String> SceneState::_get_node_groups(int p_idx) const {
	Vector<StringName> groups = get_node_groups(p_idx);
	Vector<String> ret;
	for (int i = 0; i < groups.size(); i++) {
		ret.push_back(groups[i]);
	}
	return ret;
}
void SceneState::_bind_methods() {