### 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
String new_name = rename_dialog_text->get_text().strip_edges();
	if (new_name.length() == 0) {
		EditorNode::get_singleton()->show_warning(TTR("No name provided."));
		return;
	} else if (new_name.contains("/") || new_name.contains("\\") || new_name.contains(":")) {
		EditorNode::get_singleton()->show_warning(TTR("Name contains invalid characters."));
		return;
	}
	names.set(renamed_layer_index, new_name);
	tooltips.set(renamed_layer_index, new_name + "\n" + vformat(TTR("Bit %d, value %d"), renamed_layer_index, 1 << renamed_layer_index));
	emit_signal(SNAME("rename_confirmed"), renamed_layer_index, new_name);
}
EditorPropertyLayersGrid::EditorPropertyLayersGrid() {
	rename_dialog = memnew(ConfirmationDialog);
	VBoxContainer *rename_dialog_vb = memnew(VBoxContainer);
	rename_dialog->add_child(rename_dialog_vb);
	rename_dialog_text = memnew(LineEdit);
	rename_dialog_vb->add_margin_child(TTR("Name:"), rename_dialog_text);
	rename_dialog->set_ok_button_text(TTR("Rename"));
	add_child(rename_dialog);
	rename_dialog->register_text_enter(rename_dialog_text);
	rename_dialog->connect("confirmed", callable_mp(this, &EditorPropertyLayersGrid::_rename_operation_confirm));
	layer_rename = memnew(PopupMenu);
	layer_rename->add_item(TTR("Rename layer"), 0);
	add_child(layer_rename);
	layer_rename->connect("id_pressed", callable_mp(this, &EditorPropertyLayersGrid::_rename_pressed));
}
Size2 EditorPropertyLayersGrid::get_grid_size() const {