### 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
FLAG_ID_IS_PATH = (1 << 30),
		TYPE_INSTANTIATED = 0x7FFFFFFF,
		FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30),
		FLAG_PATH_PROPERTY_IS_NODE = (1 << 30),
		FLAG_PROP_NAME_MASK = FLAG_PATH_PROPERTY_IS_NODE - 1,
		FLAG_MASK = (1 << 24) - 1,
	};
	enum GenEditState {
		GEN_EDIT_STATE_DISABLED,
		GEN_EDIT_STATE_INSTANCE,
		GEN_EDIT_STATE_MAIN,
		GEN_EDIT_STATE_MAIN_INHERITED,
	};
	struct PackState {
		Ref<SceneState> state;
		int node = -1;
	};
	static void set_disable_placeholders(bool p_disable);
	int find_node_by_path(const NodePath &p_node) const;
	Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
	bool is_node_in_group(int p_node, const StringName &p_group) const;
	bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;
	void set_bundled_scene(const Dictionary &p_dictionary);
	Dictionary get_bundled_scene() const;
	Error pack(Node *p_scene);
	void set_path(const String &p_path);
	String get_path() const;
	void clear();