### 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
value = missing_resource_properties[E.name];
			}
		} else if (E.type == Variant::ARRAY && E.hint == PROPERTY_HINT_TYPE_STRING) {
			int hint_subtype_separator = E.hint_string.find(":");
			if (hint_subtype_separator >= 0) {
				String subtype_string = E.hint_string.substr(0, hint_subtype_separator);
				int slash_pos = subtype_string.find("/");
				PropertyHint subtype_hint = PropertyHint::PROPERTY_HINT_NONE;
				if (slash_pos >= 0) {
					subtype_hint = PropertyHint(subtype_string.get_slice("/", 1).to_int());
					subtype_string = subtype_string.substr(0, slash_pos);
				}
				Variant::Type subtype = Variant::Type(subtype_string.to_int());
				use_deferred_node_path_bit = subtype == Variant::OBJECT && subtype_hint == PROPERTY_HINT_NODE_TYPE;
			}
		}
		if (!pinned_props.has(name)) {
			bool is_valid_default = false;
			Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true);
			if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) {
				continue;
			}
		}
		NodeData::Property prop;
		prop.name = _nm_get_string(name, name_map);
		prop.value = _vm_get_variant(value, variant_map);
		if (use_deferred_node_path_bit) {
			prop.name |= FLAG_PATH_PROPERTY_IS_NODE;
		}
		nd.properties.push_back(prop);