### Godot version

v4.2.dev3.mono.official [013e8e3af]

### System information

Godot v4.2.dev3.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

When creating and attaching a built-in script to any type of node, trying to drag nodes from the scene-tree results in an error that appears at the bottom-right of the editor, but not in the console window. The error states:

`Can't drop nodes because script 'xxxxxxxx::xxxxxxx' does not inherit Node.`
 Even though the script clearly extends Node or any other type.

### Steps to reproduce

1. Create and add any node type to the scene tree.
2. Attach a new script, choose Built-in from the dialog.
3. Save the scene first, as at the time of writing, Godot suffers from a bug that causes it to crash if the scene was not saved first.
4. Try dragging or even ctrl-dragging a node to the script.
5. Observe the error appear at the bottom-right in a yellow-accent pop-up.
6. Nod and confirm that the bug exists.


### Minimal reproduction project

[can't drag nodes into built-in scripts.zip](https://github.com/godotengine/godot/files/12511196/can.t.drag.nodes.into.built-in.scripts.zip)

Loose files in the archive. Extract into their own folder.
return (supports_built_in && built_in_enabled);
}
void ScriptCreateDialog::config(const String &p_base_name, const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled) {
	class_name->set_text("");
	class_name->deselect();
	parent_name->set_text(p_base_name);
	parent_name->deselect();
	internal_name->set_text("");
	if (!p_base_path.is_empty()) {
		initial_bp = p_base_path.get_basename();
		file_path->set_text(initial_bp + "." + ScriptServer::get_language(language_menu->get_selected())->get_extension());
		current_language = language_menu->get_selected();
	} else {
		initial_bp = "";
		file_path->set_text("");
	}
	file_path->deselect();
	built_in_enabled = p_built_in_enabled;
	load_enabled = p_load_enabled;
	_language_changed(current_language);
	_class_name_changed("");
	_path_changed(file_path->get_text());
}
void ScriptCreateDialog::set_inheritance_base_type(const String &p_base) {
	base_type = p_base;
}
bool ScriptCreateDialog::_validate_parent(const String &p_string) {