### Godot version

Godot 4.1.dev4

### System information

Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/85438892/a61e8333-d9f0-40ec-a508-d301850d05e9)

Let's suppose I clicked this item, then scrolled around in my script, and I then wanted to check out the warning's line again. It wouldn't work without selecting another item first.

Should be an easy fix by setting `allow_reselect = true` in the underlying tree.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
NodePath np = NodePath("/root");
	EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
	update_live_edit_root();
}
void ScriptEditorDebugger::update_live_edit_root() {
	NodePath np = EditorNode::get_singleton()->get_editor_data().get_edited_scene_live_edit_root();
	Array msg;
	msg.push_back(np);
	if (EditorNode::get_singleton()->get_edited_scene()) {
		msg.push_back(EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path());
	} else {
		msg.push_back("");
	}
	_put_msg("scene:live_set_root", msg);
	live_edit_root->set_text(np);
}
void ScriptEditorDebugger::live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_parent);
		msg.push_back(p_type);
		msg.push_back(p_name);
		_put_msg("scene:live_create_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_instantiate_node(const NodePath &p_parent, const String &p_path, const String &p_name) {