### 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.
parent_name->set_text(select_class->get_selected_type().split(" ")[0]);
	_parent_name_changed(parent_name->get_text());
}
void ScriptCreateDialog::_browse_class_in_tree() {
	select_class->set_base_type(base_type);
	select_class->popup_create(true);
	select_class->set_title(vformat(TTR("Inherit %s"), base_type));
	select_class->set_ok_button_text(TTR("Inherit"));
}
void ScriptCreateDialog::_path_changed(const String &p_path) {
	if (is_built_in) {
		return;
	}
	is_path_valid = false;
	is_new_script_created = true;
	path_error = _validate_path(p_path, false);
	if (!path_error.is_empty()) {
		validation_panel->update();
		return;
	}
	
	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
	String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
	if (da->file_exists(p)) {
		is_new_script_created = false;
	}
	is_path_valid = true;
	validation_panel->update();
}
void ScriptCreateDialog::_path_submitted(const String &p_path) {