### 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
Error copy_from(const Ref<SceneState> &p_scene_state);
	bool can_instantiate() const;
	Node *instantiate(GenEditState p_edit_state) const;
	Ref<SceneState> get_base_scene_state() const;
	void update_instance_resource(String p_path, Ref<PackedScene> p_packed_scene);
	
	int get_node_count() const;
	StringName get_node_type(int p_idx) const;
	StringName get_node_name(int p_idx) const;
	NodePath get_node_path(int p_idx, bool p_for_parent = false) const;
	NodePath get_node_owner_path(int p_idx) const;
	Ref<PackedScene> get_node_instance(int p_idx) const;
	String get_node_instance_placeholder(int p_idx) const;
	bool is_node_instance_placeholder(int p_idx) const;
	Vector<StringName> get_node_groups(int p_idx) const;
	int get_node_index(int p_idx) const;
	int get_node_property_count(int p_idx) const;
	StringName get_node_property_name(int p_idx, int p_prop) const;
	Variant get_node_property_value(int p_idx, int p_prop) const;
	Vector<String> get_node_deferred_nodepath_properties(int p_idx) const;
	int get_connection_count() const;
	NodePath get_connection_source(int p_idx) const;
	StringName get_connection_signal(int p_idx) const;
	NodePath get_connection_target(int p_idx) const;
	StringName get_connection_method(int p_idx) const;
	int get_connection_flags(int p_idx) const;
	int get_connection_unbinds(int p_idx) const;
	Array get_connection_binds(int p_idx) const;
	bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance = false);
	Vector<NodePath> get_editable_instances() const;