### 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
ERR_FAIL_INDEX(p_node, nodes.size());
	ERR_FAIL_INDEX(p_name, names.size());
	ERR_FAIL_INDEX(p_value, variants.size());
	NodeData::Property prop;
	prop.name = p_name;
	if (p_deferred_node_path) {
		prop.name |= FLAG_PATH_PROPERTY_IS_NODE;
	}
	prop.value = p_value;
	nodes.write[p_node].properties.push_back(prop);
}
void SceneState::add_node_group(int p_node, int p_group) {
	ERR_FAIL_INDEX(p_node, nodes.size());
	ERR_FAIL_INDEX(p_group, names.size());
	nodes.write[p_node].groups.push_back(p_group);
}
void SceneState::set_base_scene(int p_idx) {
	ERR_FAIL_INDEX(p_idx, variants.size());
	base_scene_idx = p_idx;
}
void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds) {