### 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
if (updating) {
		return;
	}
	Variant array = object->get_array().duplicate();
	array.call("resize", int(p_page));
	emit_changed(get_edited_property(), array, "", false);
	update_property();
}
void EditorPropertyArray::_add_element() {
	_length_changed(double(object->get_array().call("size")) + 1.0);
}
void EditorPropertyArray::setup(Variant::Type p_array_type, const String &p_hint_string) {
	array_type = p_array_type;
	
	
	if (!p_hint_string.is_empty()) {
		int hint_subtype_separator = p_hint_string.find(":");
		if (hint_subtype_separator >= 0) {
			String subtype_string = p_hint_string.substr(0, hint_subtype_separator);
			int slash_pos = subtype_string.find("/");
			if (slash_pos >= 0) {
				subtype_hint = PropertyHint(subtype_string.substr(slash_pos + 1, subtype_string.size() - slash_pos - 1).to_int());
				subtype_string = subtype_string.substr(0, slash_pos);
			}
			subtype_hint_string = p_hint_string.substr(hint_subtype_separator + 1, p_hint_string.size() - hint_subtype_separator - 1);
			subtype = Variant::Type(subtype_string.to_int());
		}
	}
}
void EditorPropertyArray::_reorder_button_gui_input(const Ref<InputEvent> &p_event) {