### 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
return state;
}
void PackedScene::set_path(const String &p_path, bool p_take_over) {
	state->set_path(p_path);
	Resource::set_path(p_path, p_take_over);
}
void PackedScene::reset_state() {
	clear();
}
void PackedScene::_bind_methods() {
	ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);
	ClassDB::bind_method(D_METHOD("instantiate", "edit_state"), &PackedScene::instantiate, DEFVAL(GEN_EDIT_STATE_DISABLED));
	ClassDB::bind_method(D_METHOD("can_instantiate"), &PackedScene::can_instantiate);
	ClassDB::bind_method(D_METHOD("_set_bundled_scene", "scene"), &PackedScene::_set_bundled_scene);
	ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene);
	ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state);
	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN_INHERITED);
}
PackedScene::PackedScene() {
	state = Ref<SceneState>(memnew(SceneState));
}