### Godot version

v4.0.beta.custom_build [0abd60b95]

### System information

Windows 10, Vulkan

### Issue description

Autocomplete doesn't work when trying to access a scene node that isn't a direct child of the scene root script, using $NodePath (Shorthand for get_node("NodePath") as per docs).

Example:
![image](https://user-images.githubusercontent.com/115422160/212197922-10e73c9f-de10-475e-ac6e-4163fc5b8013.png)

It worked in Godot 3.5:
![3.5](https://user-images.githubusercontent.com/115422160/212197992-61b67a42-86c6-4650-bab4-c7dfa5a67975.PNG)

I should mention that it works if you start by typing the name of a direct child:
![image](https://user-images.githubusercontent.com/115422160/212198641-6d8e6fca-a2d2-47a7-b627-2df95268daf5.png)

But when you have many nodes in the scene and longer names it's a pain to access the last children like that.


### Steps to reproduce

See above or MRP.

### Minimal reproduction project

[autocomplete bug.zip](https://github.com/godotengine/godot/files/10406695/autocomplete.bug.zip)

if (get_selection_to_column(c) == 0) {
				selection_offset = 0;
				end_line--;
			}
		}
		for (int i = start_line; i <= end_line; i++) {
			const String line_text = get_line(i);
			if (line_text.size() == 0 && has_selection(c)) {
				continue;
			}
			if (!indent_using_spaces) {
				set_line(i, '\t' + line_text);
				continue;
			}
			
			
			int spaces_to_add = _calculate_spaces_till_next_right_indent(get_first_non_whitespace_column(i));
			set_line(i, String(" ").repeat(spaces_to_add) + line_text);
			selection_offset = spaces_to_add;
		}
		
		if (has_selection(c)) {
			select(start_line, get_selection_from_column(c) + selection_offset, get_selection_to_line(c), get_selection_to_column(c) + selection_offset, c);
		}
		set_caret_column(get_caret_column(c) + selection_offset, false, c);
	}
	end_complex_operation();
}
void CodeEdit::unindent_lines() {