### 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.
}
	}
	
	String extension = p.get_extension();
	List<String> extensions;
	
	for (int l = 0; l < language_menu->get_item_count(); l++) {
		ScriptServer::get_language(l)->get_recognized_extensions(&extensions);
	}
	bool found = false;
	bool match = false;
	for (const String &E : extensions) {
		if (E.nocasecmp_to(extension) == 0) {
			found = true;
			if (E == ScriptServer::get_language(language_menu->get_selected())->get_extension()) {
				match = true;
			}
			break;
		}
	}
	if (!found) {
		return TTR("Invalid extension.");
	}
	if (!match) {
		return TTR("Extension doesn't match chosen language.");
	}
	
	return ScriptServer::get_language(language_menu->get_selected())->validate_path(p);
}
String ScriptCreateDialog::_get_class_name() const {